#include "constants/battle.h"
#include "constants/battle_ai.h"
#include "constants/abilities.h"
#include "constants/items.h"
#include "constants/moves.h"
#include "constants/battle_move_effects.h"
#include "constants/hold_effects.h"
#include "constants/pokemon.h"
	.include "asm/macros/battle_ai_script.inc"

	.section script_data, "aw", %progbits

@ The FRLG scripts are improved subtly by Emerald in a few places
@ To make adding these improvements easier they are commented and tagged with "Improvement in Emerald"
@ Emerald also adds a few entirely new AI commands (mostly to expand Double Battle AI), which are not included

	.align 2
gBattleAI_ScriptsTable::
	.4byte AI_CheckBadMove
	.4byte AI_CheckViability
	.4byte AI_TryToFaint
	.4byte AI_SetupFirstTurn
	.4byte AI_Risky
	.4byte AI_PreferStrongestMove
	.4byte AI_PreferBatonPass
	.4byte AI_DoubleBattle
	.4byte AI_HPAware
	.4byte AI_Unknown
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Ret
	.4byte AI_Roaming
	.4byte AI_Safari
	.4byte AI_FirstBattle

AI_CheckBadMove::
@	if_move MOVE_FISSURE, AI_CBM_CheckIfNegatesType  @ Improvement in Emerald
@	if_move MOVE_HORN_DRILL, AI_CBM_CheckIfNegatesType
	get_how_powerful_move_is
	if_equal MOVE_POWER_DISCOURAGED, AI_CheckBadMove_CheckSoundproof

AI_CBM_CheckIfNegatesType::
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_VOLT_ABSORB, CheckIfVoltAbsorbCancelsElectric
	if_equal ABILITY_WATER_ABSORB, CheckIfWaterAbsorbCancelsWater
	if_equal ABILITY_FLASH_FIRE, CheckIfFlashFireCancelsFire
	if_equal ABILITY_WONDER_GUARD, CheckIfWonderGuardCancelsMove
	if_equal ABILITY_LEVITATE, CheckIfLevitateCancelsGroundMove
	goto AI_CheckBadMove_CheckSoundproof

CheckIfVoltAbsorbCancelsElectric::
	get_curr_move_type
	if_equal_ TYPE_ELECTRIC, Score_Minus12
	goto AI_CheckBadMove_CheckSoundproof

CheckIfWaterAbsorbCancelsWater::
	get_curr_move_type
	if_equal_ TYPE_WATER, Score_Minus12
	goto AI_CheckBadMove_CheckSoundproof

CheckIfFlashFireCancelsFire::
	get_curr_move_type
	if_equal_ TYPE_FIRE, Score_Minus12
	goto AI_CheckBadMove_CheckSoundproof

CheckIfWonderGuardCancelsMove::
	if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CheckBadMove_CheckSoundproof
	goto Score_Minus10

CheckIfLevitateCancelsGroundMove::
	get_curr_move_type
	if_equal_ TYPE_GROUND, Score_Minus10

AI_CheckBadMove_CheckSoundproof::
	get_ability AI_TARGET
	if_not_equal ABILITY_SOUNDPROOF, AI_CheckBadMove_CheckEffect
	if_move MOVE_GROWL, Score_Minus10
	if_move MOVE_ROAR, Score_Minus10
	if_move MOVE_SING, Score_Minus10
	if_move MOVE_SUPERSONIC, Score_Minus10
	if_move MOVE_SCREECH, Score_Minus10
	if_move MOVE_SNORE, Score_Minus10
	if_move MOVE_UPROAR, Score_Minus10
	if_move MOVE_METAL_SOUND, Score_Minus10
	if_move MOVE_GRASS_WHISTLE, Score_Minus10

AI_CheckBadMove_CheckEffect::
	if_effect EFFECT_SLEEP, AI_CBM_Sleep
	if_effect EFFECT_EXPLOSION, AI_CBM_Explosion
	if_effect EFFECT_DREAM_EATER, AI_CBM_DreamEater
	if_effect EFFECT_ATTACK_UP, AI_CBM_AttackUp
	if_effect EFFECT_DEFENSE_UP, AI_CBM_DefenseUp
	if_effect EFFECT_SPEED_UP, AI_CBM_SpeedUp
	if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CBM_SpAtkUp
	if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CBM_SpDefUp
	if_effect EFFECT_ACCURACY_UP, AI_CBM_AccUp
	if_effect EFFECT_EVASION_UP, AI_CBM_EvasionUp
	if_effect EFFECT_ATTACK_DOWN, AI_CBM_AttackDown
	if_effect EFFECT_DEFENSE_DOWN, AI_CBM_DefenseDown
	if_effect EFFECT_SPEED_DOWN, AI_CBM_SpeedDown
	if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CBM_SpAtkDown
	if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CBM_SpDefDown
	if_effect EFFECT_ACCURACY_DOWN, AI_CBM_AccDown
	if_effect EFFECT_EVASION_DOWN, AI_CBM_EvasionDown
	if_effect EFFECT_HAZE, AI_CBM_Haze
	if_effect EFFECT_BIDE, AI_CBM_HighRiskForDamage
	if_effect EFFECT_ROAR, AI_CBM_Roar
	if_effect EFFECT_TOXIC, AI_CBM_Poison
	if_effect EFFECT_LIGHT_SCREEN, AI_CBM_LightScreen
	if_effect EFFECT_OHKO, AI_CBM_OneHitKO
	if_effect EFFECT_RAZOR_WIND, AI_CBM_HighRiskForDamage
	if_effect EFFECT_SUPER_FANG, AI_CBM_HighRiskForDamage
	if_effect EFFECT_MIST, AI_CBM_Mist
	if_effect EFFECT_FOCUS_ENERGY, AI_CBM_FocusEnergy
	if_effect EFFECT_CONFUSE, AI_CBM_Confuse
	if_effect EFFECT_ATTACK_UP_2, AI_CBM_AttackUp
	if_effect EFFECT_DEFENSE_UP_2, AI_CBM_DefenseUp
	if_effect EFFECT_SPEED_UP_2, AI_CBM_SpeedUp
	if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CBM_SpAtkUp
	if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CBM_SpDefUp
	if_effect EFFECT_ACCURACY_UP_2, AI_CBM_AccUp
	if_effect EFFECT_EVASION_UP_2, AI_CBM_EvasionUp
	if_effect EFFECT_ATTACK_DOWN_2, AI_CBM_AttackDown
	if_effect EFFECT_DEFENSE_DOWN_2, AI_CBM_DefenseDown
	if_effect EFFECT_SPEED_DOWN_2, AI_CBM_SpeedDown
	if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CBM_SpAtkDown
	if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CBM_SpDefDown
	if_effect EFFECT_ACCURACY_DOWN_2, AI_CBM_AccDown
	if_effect EFFECT_EVASION_DOWN_2, AI_CBM_EvasionDown
	if_effect EFFECT_REFLECT, AI_CBM_Reflect
	if_effect EFFECT_POISON, AI_CBM_Poison
	if_effect EFFECT_PARALYZE, AI_CBM_Paralyze
	if_effect EFFECT_SUBSTITUTE, AI_CBM_Substitute
	if_effect EFFECT_RECHARGE, AI_CBM_HighRiskForDamage
	if_effect EFFECT_LEECH_SEED, AI_CBM_LeechSeed
	if_effect EFFECT_DISABLE, AI_CBM_Disable
	if_effect EFFECT_LEVEL_DAMAGE, AI_CBM_HighRiskForDamage
	if_effect EFFECT_PSYWAVE, AI_CBM_HighRiskForDamage
	if_effect EFFECT_COUNTER, AI_CBM_HighRiskForDamage
	if_effect EFFECT_ENCORE, AI_CBM_Encore
	if_effect EFFECT_SNORE, AI_CBM_DamageDuringSleep
	if_effect EFFECT_SLEEP_TALK, AI_CBM_DamageDuringSleep
	if_effect EFFECT_FLAIL, AI_CBM_HighRiskForDamage
	if_effect EFFECT_MEAN_LOOK, AI_CBM_CantEscape
	if_effect EFFECT_NIGHTMARE, AI_CBM_Nightmare
	if_effect EFFECT_MINIMIZE, AI_CBM_EvasionUp
	if_effect EFFECT_CURSE, AI_CBM_Curse
	if_effect EFFECT_SPIKES, AI_CBM_Spikes
	if_effect EFFECT_FORESIGHT, AI_CBM_Foresight
	if_effect EFFECT_PERISH_SONG, AI_CBM_PerishSong
	if_effect EFFECT_SANDSTORM, AI_CBM_Sandstorm
	if_effect EFFECT_SWAGGER, AI_CBM_Confuse
	if_effect EFFECT_ATTRACT, AI_CBM_Attract
	if_effect EFFECT_RETURN, AI_CBM_HighRiskForDamage
	if_effect EFFECT_PRESENT, AI_CBM_HighRiskForDamage
	if_effect EFFECT_FRUSTRATION, AI_CBM_HighRiskForDamage
	if_effect EFFECT_SAFEGUARD, AI_CBM_Safeguard
	if_effect EFFECT_MAGNITUDE, AI_CBM_Magnitude
	if_effect EFFECT_BATON_PASS, AI_CBM_BatonPass
	if_effect EFFECT_SONICBOOM, AI_CBM_HighRiskForDamage
	if_effect EFFECT_RAIN_DANCE, AI_CBM_RainDance
	if_effect EFFECT_SUNNY_DAY, AI_CBM_SunnyDay
	if_effect EFFECT_BELLY_DRUM, AI_CBM_BellyDrum
	if_effect EFFECT_PSYCH_UP, AI_CBM_Haze
	if_effect EFFECT_MIRROR_COAT, AI_CBM_HighRiskForDamage
	if_effect EFFECT_SKULL_BASH, AI_CBM_HighRiskForDamage
	if_effect EFFECT_FUTURE_SIGHT, AI_CBM_FutureSight
	if_effect EFFECT_TELEPORT, Score_Minus10
	if_effect EFFECT_DEFENSE_CURL, AI_CBM_DefenseUp
	if_effect EFFECT_FAKE_OUT, AI_CBM_FakeOut
	if_effect EFFECT_STOCKPILE, AI_CBM_Stockpile
	if_effect EFFECT_SPIT_UP, AI_CBM_SpitUpAndSwallow
	if_effect EFFECT_SWALLOW, AI_CBM_SpitUpAndSwallow
	if_effect EFFECT_HAIL, AI_CBM_Hail
	if_effect EFFECT_TORMENT, AI_CBM_Torment
	if_effect EFFECT_FLATTER, AI_CBM_Confuse
	if_effect EFFECT_WILL_O_WISP, AI_CBM_WillOWisp
	if_effect EFFECT_MEMENTO, AI_CBM_Memento
	if_effect EFFECT_FOCUS_PUNCH, AI_CBM_HighRiskForDamage
	if_effect EFFECT_HELPING_HAND, AI_CBM_HelpingHand
	if_effect EFFECT_TRICK, AI_CBM_TrickAndKnockOff
	if_effect EFFECT_INGRAIN, AI_CBM_Ingrain
	if_effect EFFECT_SUPERPOWER, AI_CBM_HighRiskForDamage
	if_effect EFFECT_RECYCLE, AI_CBM_Recycle
	if_effect EFFECT_KNOCK_OFF, AI_CBM_TrickAndKnockOff
	if_effect EFFECT_ENDEAVOR, AI_CBM_HighRiskForDamage
	if_effect EFFECT_IMPRISON, AI_CBM_Imprison
	if_effect EFFECT_REFRESH, AI_CBM_Refresh
	if_effect EFFECT_LOW_KICK, AI_CBM_HighRiskForDamage
	if_effect EFFECT_MUD_SPORT, AI_CBM_MudSport
	if_effect EFFECT_TICKLE, AI_CBM_Tickle
	if_effect EFFECT_COSMIC_POWER, AI_CBM_CosmicPower
	if_effect EFFECT_BULK_UP, AI_CBM_BulkUp
	if_effect EFFECT_WATER_SPORT, AI_CBM_WaterSport
	if_effect EFFECT_CALM_MIND, AI_CBM_CalmMind
	if_effect EFFECT_DRAGON_DANCE, AI_CBM_DragonDance
	end

AI_CBM_Sleep::
	get_ability AI_TARGET
	if_equal ABILITY_INSOMNIA, Score_Minus10
	if_equal ABILITY_VITAL_SPIRIT, Score_Minus10
	if_status AI_TARGET, STATUS1_ANY, Score_Minus10
@	if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10  @ Improvement in Emerald
	end

AI_CBM_Explosion::
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_DAMP, Score_Minus10
	count_alive_pokemon AI_USER
	if_not_equal 0, AI_CBM_Explosion_End
	count_alive_pokemon AI_TARGET
	if_not_equal 0, Score_Minus10
	goto Score_Minus1

AI_CBM_Explosion_End::
	end

AI_CBM_Nightmare::
	if_status2 AI_TARGET, STATUS2_NIGHTMARE, Score_Minus10
	if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
	end

AI_CBM_DreamEater::
	if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	end

AI_CBM_BellyDrum::
	if_hp_less_than AI_USER, 51, Score_Minus10

AI_CBM_AttackUp::
	if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10
	end

AI_CBM_DefenseUp::
	if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus10
	end

AI_CBM_SpeedUp::
	if_stat_level_equal AI_USER, STAT_SPEED, 12, Score_Minus10
	end

AI_CBM_SpAtkUp::
	if_stat_level_equal AI_USER, STAT_SPATK, 12, Score_Minus10
	end

AI_CBM_SpDefUp::
	if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus10
	end

AI_CBM_AccUp::
	if_stat_level_equal AI_USER, STAT_ACC, 12, Score_Minus10
	end

AI_CBM_EvasionUp::
	if_stat_level_equal AI_USER, STAT_EVASION, 12, Score_Minus10
	end

AI_CBM_AttackDown::
	if_stat_level_equal AI_TARGET, STAT_ATK, 0, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_HYPER_CUTTER, Score_Minus10
	goto CheckIfAbilityBlocksStatChange

AI_CBM_DefenseDown::
	if_stat_level_equal AI_TARGET, STAT_DEF, 0, Score_Minus10
	goto CheckIfAbilityBlocksStatChange

AI_CBM_SpeedDown::
	if_stat_level_equal AI_TARGET, STAT_SPEED, 0, Score_Minus10
@	get_ability AI_TARGET  @ Improvement in Emerald
@	if_equal ABILITY_SPEED_BOOST, Score_Minus10
	goto CheckIfAbilityBlocksStatChange

AI_CBM_SpAtkDown::
	if_stat_level_equal AI_TARGET, STAT_SPATK, 0, Score_Minus10
	goto CheckIfAbilityBlocksStatChange

AI_CBM_SpDefDown::
	if_stat_level_equal AI_TARGET, STAT_SPDEF, 0, Score_Minus10
	goto CheckIfAbilityBlocksStatChange

AI_CBM_AccDown::
	if_stat_level_equal AI_TARGET, STAT_ACC, 0, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_KEEN_EYE, Score_Minus10
	goto CheckIfAbilityBlocksStatChange

AI_CBM_EvasionDown::
	if_stat_level_equal AI_TARGET, STAT_EVASION, 0, Score_Minus10

CheckIfAbilityBlocksStatChange::
	get_ability AI_TARGET
	if_equal ABILITY_CLEAR_BODY, Score_Minus10
	if_equal ABILITY_WHITE_SMOKE, Score_Minus10
	end

AI_CBM_Haze::
	if_stat_level_less_than AI_USER, STAT_ATK, 6, AI_CBM_Haze_End
	if_stat_level_less_than AI_USER, STAT_DEF, 6, AI_CBM_Haze_End
	if_stat_level_less_than AI_USER, STAT_SPEED, 6, AI_CBM_Haze_End
	if_stat_level_less_than AI_USER, STAT_SPATK, 6, AI_CBM_Haze_End
	if_stat_level_less_than AI_USER, STAT_SPDEF, 6, AI_CBM_Haze_End
	if_stat_level_less_than AI_USER, STAT_ACC, 6, AI_CBM_Haze_End
	if_stat_level_less_than AI_USER, STAT_EVASION, 6, AI_CBM_Haze_End
	if_stat_level_more_than AI_TARGET, STAT_ATK, 6, AI_CBM_Haze_End
	if_stat_level_more_than AI_TARGET, STAT_DEF, 6, AI_CBM_Haze_End
	if_stat_level_more_than AI_TARGET, STAT_SPEED, 6, AI_CBM_Haze_End
	if_stat_level_more_than AI_TARGET, STAT_SPATK, 6, AI_CBM_Haze_End
	if_stat_level_more_than AI_TARGET, STAT_SPDEF, 6, AI_CBM_Haze_End
	if_stat_level_more_than AI_TARGET, STAT_ACC, 6, AI_CBM_Haze_End
	if_stat_level_more_than AI_TARGET, STAT_EVASION, 6, AI_CBM_Haze_End
	goto Score_Minus10

AI_CBM_Haze_End::
	end

AI_CBM_Roar::
	count_alive_pokemon AI_TARGET
	if_equal 0, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_SUCTION_CUPS, Score_Minus10
	end

AI_CBM_Poison::
	get_target_type1
	if_equal TYPE_STEEL, Score_Minus10
	if_equal TYPE_POISON, Score_Minus10
	get_target_type2
	if_equal TYPE_STEEL, Score_Minus10
	if_equal TYPE_POISON, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_IMMUNITY, Score_Minus10
	if_status AI_TARGET, STATUS1_ANY, Score_Minus10
@	if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10  @ Improvement in Emerald
	end

AI_CBM_LightScreen::
	if_side_affecting AI_USER, SIDE_STATUS_LIGHTSCREEN, Score_Minus8
	end

AI_CBM_OneHitKO::
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_STURDY, Score_Minus10
	if_level_cond 1, Score_Minus10
	end

AI_CBM_Magnitude::
	get_ability AI_TARGET
	if_equal ABILITY_LEVITATE, Score_Minus10

AI_CBM_HighRiskForDamage::
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	get_ability AI_TARGET
	if_not_equal ABILITY_WONDER_GUARD, AI_CBM_HighRiskForDamage_End
	if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CBM_HighRiskForDamage_End
	goto Score_Minus10

AI_CBM_HighRiskForDamage_End::
	end

AI_CBM_Mist::
	if_side_affecting AI_USER, SIDE_STATUS_MIST, Score_Minus8
	end

AI_CBM_FocusEnergy::
	if_status2 AI_USER, STATUS2_FOCUS_ENERGY, Score_Minus10
	end

AI_CBM_Confuse::
	if_status2 AI_TARGET, STATUS2_CONFUSION, Score_Minus5
	get_ability AI_TARGET
	if_equal ABILITY_OWN_TEMPO, Score_Minus10
@	if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10  @ Improvement in Emerald
	end

AI_CBM_Reflect::
	if_side_affecting AI_USER, SIDE_STATUS_REFLECT, Score_Minus8
	end

AI_CBM_Paralyze::
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_LIMBER, Score_Minus10
	if_status AI_TARGET, STATUS1_ANY, Score_Minus10
@	if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10  @ Improvement in Emerald
	end

AI_CBM_Substitute::
	if_status2 AI_USER, STATUS2_SUBSTITUTE, Score_Minus8
	if_hp_less_than AI_USER, 26, Score_Minus10
	end

AI_CBM_LeechSeed::
	if_status3 AI_TARGET, STATUS3_LEECHSEED, Score_Minus10
	get_target_type1
	if_equal TYPE_GRASS, Score_Minus10
	get_target_type2
	if_equal TYPE_GRASS, Score_Minus10
	end

AI_CBM_Disable::
	if_any_move_disabled AI_TARGET, Score_Minus8
	end

AI_CBM_Encore::
	if_any_move_encored AI_TARGET, Score_Minus8
	end

AI_CBM_DamageDuringSleep::
	if_not_status AI_USER, STATUS1_SLEEP, Score_Minus8
	end

AI_CBM_CantEscape::
	if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION, Score_Minus10
	end

AI_CBM_Curse::
	if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10
	if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus8
	end

AI_CBM_Spikes::
	if_side_affecting AI_TARGET, SIDE_STATUS_SPIKES, Score_Minus10
	end

AI_CBM_Foresight::
	if_status2 AI_TARGET, STATUS2_FORESIGHT, Score_Minus10
	end

AI_CBM_PerishSong::
	if_status3 AI_TARGET, STATUS3_PERISH_SONG, Score_Minus10
	end

AI_CBM_Sandstorm::
	get_weather
	if_equal AI_WEATHER_SANDSTORM, Score_Minus8
	end

AI_CBM_Attract::
	if_status2 AI_TARGET, STATUS2_INFATUATION, Score_Minus10
	get_ability AI_TARGET
	if_equal ABILITY_OBLIVIOUS, Score_Minus10
	get_gender AI_USER
	if_equal MON_MALE, AI_CBM_Attract_CheckIfTargetIsFemale
	if_equal MON_FEMALE, AI_CBM_Attract_CheckIfTargetIsMale
	goto Score_Minus10

AI_CBM_Attract_CheckIfTargetIsFemale::
	get_gender AI_TARGET
	if_equal MON_FEMALE, AI_CBM_Attract_End
	goto Score_Minus10

AI_CBM_Attract_CheckIfTargetIsMale::
	get_gender AI_TARGET
	if_equal MON_MALE, AI_CBM_Attract_End
	goto Score_Minus10

AI_CBM_Attract_End::
	end

AI_CBM_Safeguard::
	if_side_affecting AI_USER, SIDE_STATUS_SAFEGUARD, Score_Minus8
	end

AI_CBM_Memento::
	if_stat_level_equal AI_TARGET, STAT_ATK, 0, Score_Minus10
	if_stat_level_equal AI_TARGET, STAT_SPATK, 0, Score_Minus8

AI_CBM_BatonPass::
	count_alive_pokemon AI_USER
	if_equal 0, Score_Minus10
	end

AI_CBM_RainDance::
	get_weather
	if_equal AI_WEATHER_RAIN, Score_Minus8
	end

AI_CBM_SunnyDay::
	get_weather
	if_equal AI_WEATHER_SUN, Score_Minus8
	end

AI_CBM_FutureSight::
	if_side_affecting AI_TARGET, SIDE_STATUS_FUTUREATTACK, Score_Minus10
@	if_side_affecting AI_USER, SIDE_STATUS_FUTUREATTACK, Score_Minus12  @ Improvement in Emerald
	end

AI_CBM_FakeOut::
	is_first_turn_for AI_USER
	if_equal 0, Score_Minus10
	end

AI_CBM_Stockpile::
	get_stockpile_count AI_USER
	if_equal 3, Score_Minus10
	end

AI_CBM_SpitUpAndSwallow::
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	get_stockpile_count AI_USER
	if_equal 0, Score_Minus10
	end

AI_CBM_Hail::
	get_weather
	if_equal AI_WEATHER_HAIL, Score_Minus8
	end

AI_CBM_Torment::
	if_status2 AI_TARGET, STATUS2_TORMENT, Score_Minus10
	end

AI_CBM_WillOWisp::
	get_ability AI_TARGET
	if_equal ABILITY_WATER_VEIL, Score_Minus10
	if_status AI_TARGET, STATUS1_ANY, Score_Minus10
	if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, Score_Minus10
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, Score_Minus10
@	if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10  @ Improvement in Emerald
	end

AI_CBM_HelpingHand::
	if_not_double_battle Score_Minus10
	end

AI_CBM_TrickAndKnockOff::
	get_ability AI_TARGET
	if_equal ABILITY_STICKY_HOLD, Score_Minus10
	end

AI_CBM_Ingrain::
	if_status3 AI_USER, STATUS3_ROOTED, Score_Minus10
	end

AI_CBM_Recycle::
	get_used_held_item AI_USER
	if_equal ITEM_NONE, Score_Minus10
	end

AI_CBM_Imprison::
	if_status3 AI_USER, STATUS3_IMPRISONED_OTHERS, Score_Minus10
	end

AI_CBM_Refresh::
	if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, Score_Minus10
	end

AI_CBM_MudSport::
	if_status3 AI_USER, STATUS3_MUDSPORT, Score_Minus10
	end

AI_CBM_Tickle::
	if_stat_level_equal AI_TARGET, STAT_ATK, 0, Score_Minus10
	if_stat_level_equal AI_TARGET, STAT_DEF, 0, Score_Minus8
	end

AI_CBM_CosmicPower::
	if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus10
	if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus8
	end

AI_CBM_BulkUp::
	if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10
	if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus8
	end

AI_CBM_WaterSport::
	if_status3 AI_USER, STATUS3_WATERSPORT, Score_Minus10
	end

AI_CBM_CalmMind::
	if_stat_level_equal AI_USER, STAT_SPATK, 12, Score_Minus10
	if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus8
	end

AI_CBM_DragonDance::
	if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10
	if_stat_level_equal AI_USER, STAT_SPEED, 12, Score_Minus8
	end

Score_Minus1::
	score -1
	end

Score_Minus2::
	score -2
	end

Score_Minus3::
	score -3
	end

Score_Minus5::
	score -5
	end

Score_Minus8::
	score -8
	end

Score_Minus10::
	score -10
	end

Score_Minus12::
	score -12
	end

Score_Plus1::
	score +1
	end

Score_Plus2::
	score +2
	end

Score_Plus3::
	score +3
	end

Score_Plus5::
	score +5
	end

@ Improvement in Emerald
@Score_Plus10::
@	score +10
@	end

AI_CheckViability::
	if_effect EFFECT_SLEEP, AI_CV_Sleep
	if_effect EFFECT_ABSORB, AI_CV_Absorb
	if_effect EFFECT_EXPLOSION, AI_CV_SelfKO
	if_effect EFFECT_DREAM_EATER, AI_CV_DreamEater
	if_effect EFFECT_MIRROR_MOVE, AI_CV_MirrorMove
	if_effect EFFECT_ATTACK_UP, AI_CV_AttackUp
	if_effect EFFECT_DEFENSE_UP, AI_CV_DefenseUp
	if_effect EFFECT_SPEED_UP, AI_CV_SpeedUp
	if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CV_SpAtkUp
	if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CV_SpDefUp
	if_effect EFFECT_ACCURACY_UP, AI_CV_AccuracyUp
	if_effect EFFECT_EVASION_UP, AI_CV_EvasionUp
	if_effect EFFECT_ALWAYS_HIT, AI_CV_AlwaysHit
	if_effect EFFECT_ATTACK_DOWN, AI_CV_AttackDown
	if_effect EFFECT_DEFENSE_DOWN, AI_CV_DefenseDown
	if_effect EFFECT_SPEED_DOWN, AI_CV_SpeedDown
	if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CV_SpAtkDown
	if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CV_SpDefDown
	if_effect EFFECT_ACCURACY_DOWN, AI_CV_AccuracyDown
	if_effect EFFECT_EVASION_DOWN, AI_CV_EvasionDown
	if_effect EFFECT_HAZE, AI_CV_Haze
	if_effect EFFECT_BIDE, AI_CV_Bide
	if_effect EFFECT_ROAR, AI_CV_Roar
	if_effect EFFECT_CONVERSION, AI_CV_Conversion
	if_effect EFFECT_RESTORE_HP, AI_CV_Heal
	if_effect EFFECT_TOXIC, AI_CV_Toxic
	if_effect EFFECT_LIGHT_SCREEN, AI_CV_LightScreen
	if_effect EFFECT_REST, AI_CV_Rest
	if_effect EFFECT_OHKO, AI_CV_OneHitKO
	if_effect EFFECT_RAZOR_WIND, AI_CV_ChargeUpMove
	if_effect EFFECT_SUPER_FANG, AI_CV_SuperFang
	if_effect EFFECT_TRAP, AI_CV_Trap
	if_effect EFFECT_HIGH_CRITICAL, AI_CV_HighCrit
	if_effect EFFECT_CONFUSE, AI_CV_Confuse
	if_effect EFFECT_ATTACK_UP_2, AI_CV_AttackUp
	if_effect EFFECT_DEFENSE_UP_2, AI_CV_DefenseUp
	if_effect EFFECT_SPEED_UP_2, AI_CV_SpeedUp
	if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CV_SpAtkUp
	if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CV_SpDefUp
	if_effect EFFECT_ACCURACY_UP_2, AI_CV_AccuracyUp
	if_effect EFFECT_EVASION_UP_2, AI_CV_EvasionUp
	if_effect EFFECT_ATTACK_DOWN_2, AI_CV_AttackDown
	if_effect EFFECT_DEFENSE_DOWN_2, AI_CV_DefenseDown
	if_effect EFFECT_SPEED_DOWN_2, AI_CV_SpeedDown
	if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CV_SpAtkDown
	if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CV_SpDefDown
	if_effect EFFECT_ACCURACY_DOWN_2, AI_CV_AccuracyDown
	if_effect EFFECT_EVASION_DOWN_2, AI_CV_EvasionDown
	if_effect EFFECT_REFLECT, AI_CV_Reflect
	if_effect EFFECT_POISON, AI_CV_Poison
	if_effect EFFECT_PARALYZE, AI_CV_Paralyze
	@ if_effect EFFECT_SWAGGER, AI_CV_Swagger  @ Improvement in Emerald
	if_effect EFFECT_SPEED_DOWN_HIT, AI_CV_SpeedDownFromChance
	if_effect EFFECT_SKY_ATTACK, AI_CV_ChargeUpMove
	if_effect EFFECT_VITAL_THROW, AI_CV_VitalThrow
	if_effect EFFECT_SUBSTITUTE, AI_CV_Substitute
	if_effect EFFECT_RECHARGE, AI_CV_Recharge
	if_effect EFFECT_LEECH_SEED, AI_CV_Toxic
	if_effect EFFECT_DISABLE, AI_CV_Disable
	if_effect EFFECT_COUNTER, AI_CV_Counter
	if_effect EFFECT_ENCORE, AI_CV_Encore
	if_effect EFFECT_PAIN_SPLIT, AI_CV_PainSplit
	if_effect EFFECT_SNORE, AI_CV_Snore
	if_effect EFFECT_LOCK_ON, AI_CV_LockOn
	if_effect EFFECT_SLEEP_TALK, AI_CV_SleepTalk
	if_effect EFFECT_DESTINY_BOND, AI_CV_DestinyBond
	if_effect EFFECT_FLAIL, AI_CV_Flail
	if_effect EFFECT_HEAL_BELL, AI_CV_HealBell
	if_effect EFFECT_THIEF, AI_CV_Thief
	if_effect EFFECT_MEAN_LOOK, AI_CV_Trap
	if_effect EFFECT_MINIMIZE, AI_CV_EvasionUp
	if_effect EFFECT_CURSE, AI_CV_Curse
	if_effect EFFECT_PROTECT, AI_CV_Protect
	if_effect EFFECT_FORESIGHT, AI_CV_Foresight
	if_effect EFFECT_ENDURE, AI_CV_Endure
	if_effect EFFECT_BATON_PASS, AI_CV_BatonPass
	if_effect EFFECT_PURSUIT, AI_CV_Pursuit
	if_effect EFFECT_MORNING_SUN, AI_CV_HealWeather
	if_effect EFFECT_SYNTHESIS, AI_CV_HealWeather
	if_effect EFFECT_MOONLIGHT, AI_CV_HealWeather
	if_effect EFFECT_RAIN_DANCE, AI_CV_RainDance
	if_effect EFFECT_SUNNY_DAY, AI_CV_SunnyDay
	if_effect EFFECT_BELLY_DRUM, AI_CV_BellyDrum
	if_effect EFFECT_PSYCH_UP, AI_CV_PsychUp
	if_effect EFFECT_MIRROR_COAT, AI_CV_MirrorCoat
	if_effect EFFECT_SKULL_BASH, AI_CV_ChargeUpMove
	if_effect EFFECT_SOLAR_BEAM, AI_CV_ChargeUpMove
	if_effect EFFECT_SEMI_INVULNERABLE, AI_CV_SemiInvulnerable
	if_effect EFFECT_SOFTBOILED, AI_CV_Heal
	if_effect EFFECT_FAKE_OUT, AI_CV_FakeOut
	if_effect EFFECT_SPIT_UP, AI_CV_SpitUp
	if_effect EFFECT_SWALLOW, AI_CV_Heal
	if_effect EFFECT_HAIL, AI_CV_Hail
	if_effect EFFECT_FLATTER, AI_CV_Flatter
	if_effect EFFECT_MEMENTO, AI_CV_SelfKO
	if_effect EFFECT_FACADE, AI_CV_Facade
	if_effect EFFECT_FOCUS_PUNCH, AI_CV_FocusPunch
	if_effect EFFECT_SMELLINGSALT, AI_CV_SmellingSalt
	if_effect EFFECT_TRICK, AI_CV_Trick
	if_effect EFFECT_ROLE_PLAY, AI_CV_ChangeSelfAbility
	if_effect EFFECT_SUPERPOWER, AI_CV_Superpower
	if_effect EFFECT_MAGIC_COAT, AI_CV_MagicCoat
	if_effect EFFECT_RECYCLE, AI_CV_Recycle
	if_effect EFFECT_REVENGE, AI_CV_Revenge
	if_effect EFFECT_BRICK_BREAK, AI_CV_BrickBreak
	if_effect EFFECT_KNOCK_OFF, AI_CV_KnockOff
	if_effect EFFECT_ENDEAVOR, AI_CV_Endeavor
	if_effect EFFECT_ERUPTION, AI_CV_Eruption
	if_effect EFFECT_SKILL_SWAP, AI_CV_ChangeSelfAbility
	if_effect EFFECT_IMPRISON, AI_CV_Imprison
	if_effect EFFECT_REFRESH, AI_CV_Refresh
	if_effect EFFECT_SNATCH, AI_CV_Snatch
	if_effect EFFECT_BLAZE_KICK, AI_CV_HighCrit
	if_effect EFFECT_MUD_SPORT, AI_CV_MudSport
	if_effect EFFECT_OVERHEAT, AI_CV_Overheat
	if_effect EFFECT_TICKLE, AI_CV_DefenseDown
	if_effect EFFECT_COSMIC_POWER, AI_CV_SpDefUp
	if_effect EFFECT_BULK_UP, AI_CV_DefenseUp
	if_effect EFFECT_POISON_TAIL, AI_CV_HighCrit
	if_effect EFFECT_WATER_SPORT, AI_CV_WaterSport
	if_effect EFFECT_CALM_MIND, AI_CV_SpDefUp
	if_effect EFFECT_DRAGON_DANCE, AI_CV_DragonDance
	end

AI_CV_Sleep::
	if_has_move_with_effect AI_TARGET, EFFECT_DREAM_EATER, AI_CV_SleepEncourageSlpDamage
	if_has_move_with_effect AI_TARGET, EFFECT_NIGHTMARE, AI_CV_SleepEncourageSlpDamage
	goto AI_CV_Sleep_End

AI_CV_SleepEncourageSlpDamage::
	if_random_less_than 128, AI_CV_Sleep_End
	score +1

AI_CV_Sleep_End::
	end

AI_CV_Absorb::
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_AbsorbEncourageMaybe
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_AbsorbEncourageMaybe
	goto AI_CV_Absorb_End

AI_CV_AbsorbEncourageMaybe::
	if_random_less_than 50, AI_CV_Absorb_End
	score -3

AI_CV_Absorb_End::
	end

AI_CV_SelfKO::
	if_stat_level_less_than AI_TARGET, STAT_EVASION, 7, AI_CV_SelfKO_Encourage1
	score -1
	if_stat_level_less_than AI_TARGET, STAT_EVASION, 10, AI_CV_SelfKO_Encourage1
	if_random_less_than 128, AI_CV_SelfKO_Encourage1
	score -1

AI_CV_SelfKO_Encourage1::
	if_hp_less_than AI_USER, 80, AI_CV_SelfKO_Encourage2
	if_target_faster AI_CV_SelfKO_Encourage2
	if_random_less_than 50, AI_CV_SelfKO_End
	goto Score_Minus3

AI_CV_SelfKO_Encourage2::
	if_hp_more_than AI_USER, 50, AI_CV_SelfKO_Encourage4
	if_random_less_than 128, AI_CV_SelfKO_Encourage3
	score +1

AI_CV_SelfKO_Encourage3::
	if_hp_more_than AI_USER, 30, AI_CV_SelfKO_End
	if_random_less_than 50, AI_CV_SelfKO_End
	score +1
	goto AI_CV_SelfKO_End

AI_CV_SelfKO_Encourage4::
	if_random_less_than 50, AI_CV_SelfKO_End
	score -1

AI_CV_SelfKO_End::
	end

AI_CV_DreamEater::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_DreamEater_ScoreDown1
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_DreamEater_ScoreDown1
	goto AI_CV_DreamEater_End

AI_CV_DreamEater_ScoreDown1::
	score -1

AI_CV_DreamEater_End::
	end

AI_CV_MirrorMove::
	if_target_faster AI_CV_MirrorMove2
	get_last_used_move AI_TARGET
	if_not_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove2
	if_random_less_than 128, AI_CV_MirrorMove_End
	score +2
	goto AI_CV_MirrorMove_End

AI_CV_MirrorMove2::
	get_last_used_move AI_TARGET
	if_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove_End
	if_random_less_than 80, AI_CV_MirrorMove_End
	score -1

AI_CV_MirrorMove_End::
	end

	.space 2
AI_CV_MirrorMove_EncouragedMovesToMirror::
	.align 1
	.2byte MOVE_SLEEP_POWDER
	.2byte MOVE_LOVELY_KISS
	.2byte MOVE_SPORE
	.2byte MOVE_HYPNOSIS
	.2byte MOVE_SING
	.2byte MOVE_GRASS_WHISTLE
	.2byte MOVE_SHADOW_PUNCH
	.2byte MOVE_SAND_ATTACK
	.2byte MOVE_SMOKESCREEN
	.2byte MOVE_TOXIC
	.2byte MOVE_GUILLOTINE
	.2byte MOVE_HORN_DRILL
	.2byte MOVE_FISSURE
	.2byte MOVE_SHEER_COLD
	.2byte MOVE_CROSS_CHOP
	.2byte MOVE_AEROBLAST
	.2byte MOVE_CONFUSE_RAY
	.2byte MOVE_SWEET_KISS
	.2byte MOVE_SCREECH
	.2byte MOVE_COTTON_SPORE
	.2byte MOVE_SCARY_FACE
	.2byte MOVE_FAKE_TEARS
	.2byte MOVE_METAL_SOUND
	.2byte MOVE_THUNDER_WAVE
	.2byte MOVE_GLARE
	.2byte MOVE_POISON_POWDER
	.2byte MOVE_SHADOW_BALL
	.2byte MOVE_DYNAMIC_PUNCH
	.2byte MOVE_HYPER_BEAM
	.2byte MOVE_EXTREME_SPEED
	.2byte MOVE_THIEF
	.2byte MOVE_COVET
	.2byte MOVE_ATTRACT
	.2byte MOVE_SWAGGER
	.2byte MOVE_TORMENT
	.2byte MOVE_FLATTER
	.2byte MOVE_TRICK
	.2byte MOVE_SUPERPOWER
	.2byte MOVE_SKILL_SWAP
	.2byte -1

AI_CV_AttackUp::
	if_stat_level_less_than AI_USER, STAT_ATK, 9, AI_CV_AttackUp2
	if_random_less_than 100, AI_CV_AttackUp3
	score -1
	goto AI_CV_AttackUp3

AI_CV_AttackUp2::
	if_hp_not_equal AI_USER, 100, AI_CV_AttackUp3
	if_random_less_than 128, AI_CV_AttackUp3
	score +2

AI_CV_AttackUp3::
	if_hp_more_than AI_USER, 70, AI_CV_AttackUp_End
	if_hp_less_than AI_USER, 40, AI_CV_AttackUp_ScoreDown2
	if_random_less_than 40, AI_CV_AttackUp_End

AI_CV_AttackUp_ScoreDown2::
	score -2

AI_CV_AttackUp_End::
	end

AI_CV_DefenseUp::
	if_stat_level_less_than AI_USER, STAT_DEF, 9, AI_CV_DefenseUp2
	if_random_less_than 100, AI_CV_DefenseUp3
	score -1
	goto AI_CV_DefenseUp3

AI_CV_DefenseUp2::
	if_hp_not_equal AI_USER, 100, AI_CV_DefenseUp3
	if_random_less_than 128, AI_CV_DefenseUp3
	score +2

AI_CV_DefenseUp3::
	if_hp_less_than AI_USER, 70, AI_CV_DefenseUp4
	if_random_less_than 200, AI_CV_DefenseUp_End

AI_CV_DefenseUp4::
	if_hp_less_than AI_USER, 40, AI_CV_DefenseUp_ScoreDown2
	get_last_used_move AI_TARGET
	get_move_power_from_result
	if_equal 0, AI_CV_DefenseUp5
	get_last_used_move AI_TARGET
	get_move_type_from_result
	if_not_in_bytes AI_CV_DefenseUp_PhysicalTypes, AI_CV_DefenseUp_ScoreDown2
	if_random_less_than 60, AI_CV_DefenseUp_End

AI_CV_DefenseUp5::
	if_random_less_than 60, AI_CV_DefenseUp_End

AI_CV_DefenseUp_ScoreDown2::
	score -2

AI_CV_DefenseUp_End::
	end

AI_CV_DefenseUp_PhysicalTypes::
	.byte TYPE_NORMAL
	.byte TYPE_FIGHTING
	.byte TYPE_POISON
	.byte TYPE_GROUND
	.byte TYPE_FLYING
	.byte TYPE_ROCK
	.byte TYPE_BUG
	.byte TYPE_GHOST
	.byte TYPE_STEEL
	.byte -1

AI_CV_SpeedUp::
	if_target_faster AI_CV_SpeedUp2
	score -3
	goto AI_CV_SpeedUp_End

AI_CV_SpeedUp2::
	if_random_less_than 70, AI_CV_SpeedUp_End
	score +3

AI_CV_SpeedUp_End::
	end

AI_CV_SpAtkUp::
	if_stat_level_less_than AI_USER, STAT_SPATK, 9, AI_CV_SpAtkUp2
	if_random_less_than 100, AI_CV_SpAtkUp3
	score -1
	goto AI_CV_SpAtkUp3

AI_CV_SpAtkUp2::
	if_hp_not_equal AI_USER, 100, AI_CV_SpAtkUp3
	if_random_less_than 128, AI_CV_SpAtkUp3
	score +2

AI_CV_SpAtkUp3::
	if_hp_more_than AI_USER, 70, AI_CV_SpAtkUp_End
	if_hp_less_than AI_USER, 40, AI_CV_SpAtkUp_ScoreDown2
	if_random_less_than 70, AI_CV_SpAtkUp_End

AI_CV_SpAtkUp_ScoreDown2::
	score -2

AI_CV_SpAtkUp_End::
	end

AI_CV_SpDefUp::
	if_stat_level_less_than AI_USER, STAT_SPDEF, 9, AI_CV_SpDefUp2
	if_random_less_than 100, AI_CV_SpDefUp3
	score -1
	goto AI_CV_SpDefUp3

AI_CV_SpDefUp2::
	if_hp_not_equal AI_USER, 100, AI_CV_SpDefUp3
	if_random_less_than 128, AI_CV_SpDefUp3
	score +2

AI_CV_SpDefUp3::
	if_hp_less_than AI_USER, 70, AI_CV_SpDefUp4
	if_random_less_than 200, AI_CV_SpDefUp_End

AI_CV_SpDefUp4::
	if_hp_less_than AI_USER, 40, AI_CV_SpDefUp_ScoreDown2
	get_last_used_move AI_TARGET
	get_move_power_from_result
	if_equal 0, AI_CV_SpDefUp5
	get_last_used_move AI_TARGET
	get_move_type_from_result
	if_in_bytes AI_CV_SpDefUp_PhysicalTypes, AI_CV_SpDefUp_ScoreDown2
	if_random_less_than 60, AI_CV_SpDefUp_End

AI_CV_SpDefUp5::
	if_random_less_than 60, AI_CV_SpDefUp_End

AI_CV_SpDefUp_ScoreDown2::
	score -2

AI_CV_SpDefUp_End::
	end

AI_CV_SpDefUp_PhysicalTypes::
	.byte TYPE_NORMAL
	.byte TYPE_FIGHTING
	.byte TYPE_POISON
	.byte TYPE_GROUND
	.byte TYPE_FLYING
	.byte TYPE_ROCK
	.byte TYPE_BUG
	.byte TYPE_GHOST
	.byte TYPE_STEEL
	.byte -1

AI_CV_AccuracyUp::
	if_stat_level_less_than AI_USER, STAT_ACC, 9, AI_CV_AccuracyUp2
	if_random_less_than 50, AI_CV_AccuracyUp2
	score -2

AI_CV_AccuracyUp2::
	if_hp_more_than AI_USER, 70, AI_CV_AccuracyUp_End
	score -2

AI_CV_AccuracyUp_End::
	end

AI_CV_EvasionUp::
	if_hp_less_than AI_USER, 90, AI_CV_EvasionUp2
	if_random_less_than 100, AI_CV_EvasionUp2
	score +3

AI_CV_EvasionUp2::
	if_stat_level_less_than AI_USER, STAT_EVASION, 9, AI_CV_EvasionUp3
	if_random_less_than 128, AI_CV_EvasionUp3
	score -1

AI_CV_EvasionUp3::
	if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_EvasionUp5
	if_hp_more_than AI_USER, 50, AI_CV_EvasionUp4
	if_random_less_than 80, AI_CV_EvasionUp5

AI_CV_EvasionUp4::
	if_random_less_than 50, AI_CV_EvasionUp5
	score +3

AI_CV_EvasionUp5::
	if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_EvasionUp6
	if_random_less_than 70, AI_CV_EvasionUp6
	score +3

AI_CV_EvasionUp6::
	if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_EvasionUp7
	if_random_less_than 128, AI_CV_EvasionUp7
	score +2

AI_CV_EvasionUp7::
	if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_EvasionUp8
	if_random_less_than 70, AI_CV_EvasionUp8
	score +3

AI_CV_EvasionUp8::
	if_hp_more_than AI_USER, 70, AI_CV_EvasionUp_End
	if_stat_level_equal AI_USER, STAT_EVASION, 6, AI_CV_EvasionUp_End
	if_hp_less_than AI_USER, 40, AI_CV_EvasionUp_ScoreDown2
	if_hp_less_than AI_TARGET, 40, AI_CV_EvasionUp_ScoreDown2
	if_random_less_than 70, AI_CV_EvasionUp_End

AI_CV_EvasionUp_ScoreDown2::
	score -2

AI_CV_EvasionUp_End::
	end

AI_CV_AlwaysHit::
	if_stat_level_more_than AI_TARGET, STAT_EVASION, 10, AI_CV_AlwaysHit_ScoreUp1
	if_stat_level_less_than AI_USER, STAT_ACC, 2, AI_CV_AlwaysHit_ScoreUp1
	if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_AlwaysHit2
	if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_AlwaysHit2
	goto AI_CV_AlwaysHit_End

AI_CV_AlwaysHit_ScoreUp1::
	score +1

AI_CV_AlwaysHit2::
	if_random_less_than 100, AI_CV_AlwaysHit_End
	score +1

AI_CV_AlwaysHit_End::
	end

AI_CV_AttackDown::
	if_stat_level_equal AI_TARGET, STAT_ATK, 6, AI_CV_AttackDown3
	score -1
	if_hp_more_than AI_USER, 90, AI_CV_AttackDown2
	score -1

AI_CV_AttackDown2::
	if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_AttackDown3
	if_random_less_than 50, AI_CV_AttackDown3
	score -2

AI_CV_AttackDown3::
	if_hp_more_than AI_TARGET, 70, AI_CV_AttackDown4
	score -2

AI_CV_AttackDown4::
	get_target_type1
	if_in_bytes AI_CV_AttackDown_PhysicalTypeList, AI_CV_AttackDown_End
	get_target_type2
	if_in_bytes AI_CV_AttackDown_PhysicalTypeList, AI_CV_AttackDown_End
	if_random_less_than 50, AI_CV_AttackDown_End
	score -2

AI_CV_AttackDown_End::
	end

@ Missing Poison, Flying, and Ghost for unknown reason
AI_CV_AttackDown_PhysicalTypeList::
	.byte TYPE_NORMAL
	.byte TYPE_FIGHTING
	.byte TYPE_GROUND
	.byte TYPE_ROCK
	.byte TYPE_BUG
	.byte TYPE_STEEL
	.byte -1

AI_CV_DefenseDown::
	if_hp_less_than AI_USER, 70, AI_CV_DefenseDown2
	if_stat_level_more_than AI_TARGET, STAT_DEF, 3, AI_CV_DefenseDown3

AI_CV_DefenseDown2::
	if_random_less_than 50, AI_CV_DefenseDown3
	score -2

AI_CV_DefenseDown3::
	if_hp_more_than AI_TARGET, 70, AI_CV_DefenseDown_End
	score -2

AI_CV_DefenseDown_End::
	end

AI_CV_SpeedDownFromChance::
	if_move MOVE_ICY_WIND, AI_CV_SpeedDown
	if_move MOVE_ROCK_TOMB, AI_CV_SpeedDown
	if_move MOVE_MUD_SHOT, AI_CV_SpeedDown
	end

AI_CV_SpeedDown::
	if_target_faster AI_CV_SpeedDown2
	score -3
	goto AI_CV_SpeedDown_End

AI_CV_SpeedDown2::
	if_random_less_than 70, AI_CV_SpeedDown_End
	score +2

AI_CV_SpeedDown_End::
	end

AI_CV_SpAtkDown::
	if_stat_level_equal AI_TARGET, STAT_ATK, 6, AI_CV_SpAtkDown3
	score -1
	if_hp_more_than AI_USER, 90, AI_CV_SpAtkDown2
	score -1

AI_CV_SpAtkDown2::
	if_stat_level_more_than AI_TARGET, STAT_SPATK, 3, AI_CV_SpAtkDown3
	if_random_less_than 50, AI_CV_SpAtkDown3
	score -2

AI_CV_SpAtkDown3::
	if_hp_more_than AI_TARGET, 70, AI_CV_SpAtkDown4
	score -2

AI_CV_SpAtkDown4::
	get_target_type1
	if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End
	get_target_type2
	if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End
	if_random_less_than 50, AI_CV_SpAtkDown_End
	score -2

AI_CV_SpAtkDown_End::
	end

AI_CV_SpAtkDown_SpecialTypeList::
	.byte TYPE_FIRE
	.byte TYPE_WATER
	.byte TYPE_GRASS
	.byte TYPE_ELECTRIC
	.byte TYPE_PSYCHIC
	.byte TYPE_ICE
	.byte TYPE_DRAGON
	.byte TYPE_DARK
	.byte -1

AI_CV_SpDefDown::
	if_hp_less_than AI_USER, 70, AI_CV_SpDefDown2
	if_stat_level_more_than AI_TARGET, STAT_SPDEF, 3, AI_CV_SpDefDown3

AI_CV_SpDefDown2::
	if_random_less_than 50, AI_CV_SpDefDown3
	score -2

AI_CV_SpDefDown3::
	if_hp_more_than AI_TARGET, 70, AI_CV_SpDefDown_End
	score -2

AI_CV_SpDefDown_End::
	end

AI_CV_AccuracyDown::
	if_hp_less_than AI_USER, 70, AI_CV_AccuracyDown2
	if_hp_more_than AI_TARGET, 70, AI_CV_AccuracyDown3

AI_CV_AccuracyDown2::
	if_random_less_than 100, AI_CV_AccuracyDown3
	score -1

AI_CV_AccuracyDown3::
	if_stat_level_more_than AI_USER, STAT_ACC, 4, AI_CV_AccuracyDown4
	if_random_less_than 80, AI_CV_AccuracyDown4
	score -2

AI_CV_AccuracyDown4::
	if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_AccuracyDown5
	if_random_less_than 70, AI_CV_AccuracyDown5
	score +2

AI_CV_AccuracyDown5::
	if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_AccuracyDown6
	if_random_less_than 70, AI_CV_AccuracyDown6
	score +2

AI_CV_AccuracyDown6::
	if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_AccuracyDown7
	if_random_less_than 128, AI_CV_AccuracyDown7
	score +1

AI_CV_AccuracyDown7::
	if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_AccuracyDown8
	if_random_less_than 70, AI_CV_AccuracyDown8
	score +2

AI_CV_AccuracyDown8::
	if_hp_more_than AI_USER, 70, AI_CV_AccuracyDown_End
	if_stat_level_equal AI_TARGET, STAT_ACC, 6, AI_CV_AccuracyDown_End
	if_hp_less_than AI_USER, 40, AI_CV_AccuracyDown_ScoreDown2
	if_hp_less_than AI_TARGET, 40, AI_CV_AccuracyDown_ScoreDown2
	if_random_less_than 70, AI_CV_AccuracyDown_End

AI_CV_AccuracyDown_ScoreDown2::
	score -2

AI_CV_AccuracyDown_End::
	end

AI_CV_EvasionDown::
	if_hp_less_than AI_USER, 70, AI_CV_EvasionDown2
	if_stat_level_more_than AI_TARGET, STAT_EVASION, 3, AI_CV_EvasionDown3

AI_CV_EvasionDown2::
	if_random_less_than 50, AI_CV_EvasionDown3
	score -2

AI_CV_EvasionDown3::
	if_hp_more_than AI_TARGET, 70, AI_CV_EvasionDown_End
	score -2

AI_CV_EvasionDown_End::
	end

AI_CV_Haze::
	if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_Haze2
	if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_Haze2
	if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_Haze2
	if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_Haze2
	if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Haze2
	if_stat_level_less_than AI_TARGET, STAT_ATK, 4, AI_CV_Haze2
	if_stat_level_less_than AI_TARGET, STAT_DEF, 4, AI_CV_Haze2
	if_stat_level_less_than AI_TARGET, STAT_SPATK, 4, AI_CV_Haze2
	if_stat_level_less_than AI_TARGET, STAT_SPDEF, 4, AI_CV_Haze2
	if_stat_level_less_than AI_TARGET, STAT_ACC, 4, AI_CV_Haze2
	goto AI_CV_Haze3

AI_CV_Haze2::
	if_random_less_than 50, AI_CV_Haze3
	score -3

AI_CV_Haze3::
	if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Haze4
	if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Haze4
	if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Haze4
	if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Haze4
	if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Haze4
	if_stat_level_less_than AI_USER, STAT_ATK, 4, AI_CV_Haze4
	if_stat_level_less_than AI_USER, STAT_DEF, 4, AI_CV_Haze4
	if_stat_level_less_than AI_USER, STAT_SPATK, 4, AI_CV_Haze4
	if_stat_level_less_than AI_USER, STAT_SPDEF, 4, AI_CV_Haze4
	if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_Haze4
	if_random_less_than 50, AI_CV_Haze_End
	score -1
	goto AI_CV_Haze_End

AI_CV_Haze4::
	if_random_less_than 50, AI_CV_Haze_End
	score +3

AI_CV_Haze_End::
	end

AI_CV_Bide::
	if_hp_more_than AI_USER, 90, AI_CV_Bide_End
	score -2

AI_CV_Bide_End::
	end

AI_CV_Roar::
	if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Roar2
	if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Roar2
	if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Roar2
	if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Roar2
	if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Roar2
	score -3
	goto AI_CV_Roar_End

AI_CV_Roar2::
	if_random_less_than 128, AI_CV_Roar_End
	score +2

AI_CV_Roar_End::
	end

AI_CV_Conversion::
	if_hp_more_than AI_USER, 90, AI_CV_Conversion2
	score -2

AI_CV_Conversion2::
	get_turn_count
	if_equal 0, AI_CV_Conversion_End
	if_random_less_than 200, Score_Minus2

AI_CV_Conversion_End::
	end

AI_CV_HealWeather::
	get_weather
	if_equal AI_WEATHER_HAIL, AI_CV_HealWeather_ScoreDown2
	if_equal AI_WEATHER_RAIN, AI_CV_HealWeather_ScoreDown2
	if_equal AI_WEATHER_SANDSTORM, AI_CV_HealWeather_ScoreDown2
	goto AI_CV_Heal

AI_CV_HealWeather_ScoreDown2::
	score -2

AI_CV_Heal::
	if_hp_equal AI_USER, 100, AI_CV_Heal3
	if_target_faster AI_CV_Heal4
	score -8
	goto AI_CV_Heal_End

@ Never reached
AI_CV_Heal2:
	if_hp_less_than AI_USER, 50, AI_CV_Heal5
	if_hp_more_than AI_USER, 80, AI_CV_Heal3
	if_random_less_than 70, AI_CV_Heal5

AI_CV_Heal3::
	score -3
	goto AI_CV_Heal_End

AI_CV_Heal4::
	if_hp_less_than AI_USER, 70, AI_CV_Heal5
	if_random_less_than 30, AI_CV_Heal5
	score -3
	goto AI_CV_Heal_End

AI_CV_Heal5::
	if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Heal6
	if_random_less_than 100, AI_CV_Heal_End

AI_CV_Heal6::
	if_random_less_than 20, AI_CV_Heal_End
	score +2

AI_CV_Heal_End::
	end

AI_CV_Toxic::
	if_user_has_no_attacking_moves AI_CV_Toxic3
	if_hp_more_than AI_USER, 50, AI_CV_Toxic2
	if_random_less_than 50, AI_CV_Toxic2
	score -3

AI_CV_Toxic2::
	if_hp_more_than AI_TARGET, 50, AI_CV_Toxic3
	if_random_less_than 50, AI_CV_Toxic3
	score -3

AI_CV_Toxic3::
	if_has_move_with_effect AI_USER, EFFECT_SPECIAL_DEFENSE_UP, AI_CV_Toxic4
	if_has_move_with_effect AI_USER, EFFECT_PROTECT, AI_CV_Toxic4
	goto AI_CV_Toxic_End

AI_CV_Toxic4::
	if_random_less_than 60, AI_CV_Toxic_End
	score +2

AI_CV_Toxic_End::
	end

AI_CV_LightScreen::
	if_hp_less_than AI_USER, 50, AI_CV_LightScreen_ScoreDown2
	get_target_type1
	if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
	get_target_type2
	if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
	if_random_less_than 50, AI_CV_LightScreen_End

AI_CV_LightScreen_ScoreDown2::
	score -2

AI_CV_LightScreen_End::
	end

AI_CV_LightScreen_SpecialTypeList::
	.byte TYPE_FIRE
	.byte TYPE_WATER
	.byte TYPE_GRASS
	.byte TYPE_ELECTRIC
	.byte TYPE_PSYCHIC
	.byte TYPE_ICE
	.byte TYPE_DRAGON
	.byte TYPE_DARK
	.byte -1

AI_CV_Rest::
	if_target_faster AI_CV_Rest4
	if_hp_not_equal AI_USER, 100, AI_CV_Rest2
	score -8
	goto AI_CV_Rest_End

AI_CV_Rest2::
	if_hp_less_than AI_USER, 40, AI_CV_Rest6
	if_hp_more_than AI_USER, 50, AI_CV_Rest3
	if_random_less_than 70, AI_CV_Rest6

AI_CV_Rest3::
	score -3
	goto AI_CV_Rest_End

AI_CV_Rest4::
	if_hp_less_than AI_USER, 60, AI_CV_Rest6
	if_hp_more_than AI_USER, 70, AI_CV_Rest5
	if_random_less_than 50, AI_CV_Rest6

AI_CV_Rest5::
	score -3
	goto AI_CV_Rest_End

AI_CV_Rest6::
	if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Rest7
	if_random_less_than 50, AI_CV_Rest_End

AI_CV_Rest7::
	if_random_less_than 10, AI_CV_Rest_End
	score +3

AI_CV_Rest_End::
	end

AI_CV_OneHitKO::
	end

AI_CV_SuperFang::
	if_hp_more_than AI_TARGET, 50, AI_CV_SuperFang_End
	score -1

AI_CV_SuperFang_End::
	end

AI_CV_Trap::
	if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Trap2
	if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Trap2
	if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Trap2
	if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Trap2
	goto AI_CV_Trap_End

AI_CV_Trap2::
	if_random_less_than 128, AI_CV_Trap_End
	score +1

AI_CV_Trap_End::
	end

AI_CV_HighCrit::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_HighCrit_End
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_HighCrit_End
	if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CV_HighCrit2
	if_type_effectiveness AI_EFFECTIVENESS_x4, AI_CV_HighCrit2
	if_random_less_than 128, AI_CV_HighCrit_End

AI_CV_HighCrit2::
	if_random_less_than 128, AI_CV_HighCrit_End
	score +1

AI_CV_HighCrit_End::
	end

@ Improvement in Emerald
@AI_CV_Swagger:
@	if_has_move AI_USER, MOVE_PSYCH_UP, AI_CV_SwaggerHasPsychUp

AI_CV_Flatter::
	if_random_less_than 128, AI_CV_Confuse
	score +1

AI_CV_Confuse::
	if_hp_more_than AI_TARGET, 70, AI_CV_Confuse_End
	if_random_less_than 128, AI_CV_Confuse2
	score -1

AI_CV_Confuse2::
	if_hp_more_than AI_TARGET, 50, AI_CV_Confuse_End
	score -1
	if_hp_more_than AI_TARGET, 30, AI_CV_Confuse_End
	score -1

AI_CV_Confuse_End::
	end

@ Improvement in Emerald
@AI_CV_SwaggerHasPsychUp:
@	if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_SwaggerHasPsychUp_Minus5
@	score +3
@	get_turn_count
@	if_not_equal 0, AI_CV_SwaggerHasPsychUp_End
@	score +2
@	goto AI_CV_SwaggerHasPsychUp_End
@
@AI_CV_SwaggerHasPsychUp_Minus5:
@	score -5
@
@AI_CV_SwaggerHasPsychUp_End:
@	end

AI_CV_Reflect::
	if_hp_less_than AI_USER, 50, AI_CV_Reflect_ScoreDown2
	get_target_type1
	if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
	get_target_type2
	if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
	if_random_less_than 50, AI_CV_Reflect_End

AI_CV_Reflect_ScoreDown2::
	score -2

AI_CV_Reflect_End::
	end

AI_CV_Reflect_PhysicalTypeList::
	.byte TYPE_NORMAL
	.byte TYPE_FIGHTING
	.byte TYPE_FLYING
	.byte TYPE_POISON
	.byte TYPE_GROUND
	.byte TYPE_ROCK
	.byte TYPE_BUG
	.byte TYPE_GHOST
	.byte TYPE_STEEL
	.byte -1

AI_CV_Poison::
	if_hp_less_than AI_USER, 50, AI_CV_Poison_ScoreDown1
	if_hp_more_than AI_TARGET, 50, AI_CV_Poison_End

AI_CV_Poison_ScoreDown1::
	score -1

AI_CV_Poison_End::
	end

AI_CV_Paralyze::
	if_target_faster AI_CV_Paralyze2
	if_hp_more_than AI_USER, 70, AI_CV_Paralyze_End
	score -1
	goto AI_CV_Paralyze_End

AI_CV_Paralyze2::
	if_random_less_than 20, AI_CV_Paralyze_End
	score +3

AI_CV_Paralyze_End::
	end

AI_CV_VitalThrow::
	if_target_faster AI_CV_VitalThrow_End
	if_hp_more_than AI_USER, 60, AI_CV_VitalThrow_End
	if_hp_less_than AI_USER, 40, AI_CV_VitalThrow2
	if_random_less_than 180, AI_CV_VitalThrow_End

AI_CV_VitalThrow2::
	if_random_less_than 50, AI_CV_VitalThrow_End
	score -1

AI_CV_VitalThrow_End::
	end

AI_CV_Substitute::
	if_hp_more_than AI_USER, 90, AI_CV_Substitute4
	if_hp_more_than AI_USER, 70, AI_CV_Substitute3
	if_hp_more_than AI_USER, 50, AI_CV_Substitute2
	if_random_less_than 100, AI_CV_Substitute2
	score -1

AI_CV_Substitute2::
	if_random_less_than 100, AI_CV_Substitute3
	score -1

AI_CV_Substitute3::
	if_random_less_than 100, AI_CV_Substitute4
	score -1

AI_CV_Substitute4::
	if_target_faster AI_CV_Substitute_End
	get_last_used_move AI_TARGET
	get_move_effect_from_result
	if_equal EFFECT_SLEEP, AI_CV_Substitute5
	if_equal EFFECT_TOXIC, AI_CV_Substitute5
	if_equal EFFECT_POISON, AI_CV_Substitute5
	if_equal EFFECT_PARALYZE, AI_CV_Substitute5
	if_equal EFFECT_WILL_O_WISP, AI_CV_Substitute5
	if_equal EFFECT_CONFUSE, AI_CV_Substitute6
	if_equal EFFECT_LEECH_SEED, AI_CV_Substitute7
	goto AI_CV_Substitute_End

AI_CV_Substitute5::
	if_not_status AI_TARGET, STATUS1_ANY, AI_CV_Substitute8
	goto AI_CV_Substitute_End

AI_CV_Substitute6::
	if_not_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Substitute8
	goto AI_CV_Substitute_End

AI_CV_Substitute7::
	if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Substitute_End

AI_CV_Substitute8::
	if_random_less_than 100, AI_CV_Substitute_End
	score +1

AI_CV_Substitute_End::
	end

AI_CV_Recharge::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Recharge_ScoreDown1
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Recharge_ScoreDown1
	if_target_faster AI_CV_Recharge2
	if_hp_more_than AI_USER, 40, AI_CV_Recharge_ScoreDown1
	goto AI_CV_Recharge_End

AI_CV_Recharge2::
	if_hp_less_than AI_USER, 60, AI_CV_Recharge_End

AI_CV_Recharge_ScoreDown1::
	score -1

AI_CV_Recharge_End::
	end

AI_CV_Disable::
	if_target_faster AI_CV_Disable_End
	get_last_used_move AI_TARGET
	get_move_power_from_result
	if_equal 0, AI_CV_Disable2
	score +1
	goto AI_CV_Disable_End

AI_CV_Disable2::
	if_random_less_than 100, AI_CV_Disable_End
	score -1

AI_CV_Disable_End::
	end

AI_CV_Counter::
	if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Counter_ScoreDown1
	if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Counter_ScoreDown1
	if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Counter_ScoreDown1
	if_hp_more_than AI_USER, 30, AI_CV_Counter2
	if_random_less_than 10, AI_CV_Counter2
	score -1

AI_CV_Counter2::
	if_hp_more_than AI_USER, 50, AI_CV_Counter3
	if_random_less_than 100, AI_CV_Counter3
	score -1

AI_CV_Counter3::
@	if_has_move AI_USER, MOVE_MIRROR_COAT, AI_CV_Counter7  @ Improvement in Emerald
	get_last_used_move AI_TARGET
	get_move_power_from_result
	if_equal 0, AI_CV_Counter5
	if_target_not_taunted AI_CV_Counter4
	if_random_less_than 100, AI_CV_Counter4
	score +1

AI_CV_Counter4::
	get_last_used_move AI_TARGET
	get_move_type_from_result
	if_not_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_ScoreDown1
	if_random_less_than 100, AI_CV_Counter_End
	score +1
	goto AI_CV_Counter_End

AI_CV_Counter5::
	if_target_not_taunted AI_CV_Counter6
	if_random_less_than 100, AI_CV_Counter6
	score +1

AI_CV_Counter6::
	get_target_type1
	if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
	get_target_type2
	if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
	if_random_less_than 50, AI_CV_Counter_End

@ Improvement in Emerald
@AI_CV_Counter7:
@	if_random_less_than 100, AI_CV_Counter8
@	score +4
@
@AI_CV_Counter8:
@	end

AI_CV_Counter_ScoreDown1::
	score -1

AI_CV_Counter_End::
	end

AI_CV_Counter_PhysicalTypeList::
	.byte TYPE_NORMAL
	.byte TYPE_FIGHTING
	.byte TYPE_FLYING
	.byte TYPE_POISON
	.byte TYPE_GROUND
	.byte TYPE_ROCK
	.byte TYPE_BUG
	.byte TYPE_GHOST
	.byte TYPE_STEEL
	.byte -1

AI_CV_Encore::
	if_any_move_disabled AI_TARGET, AI_CV_Encore2
	if_target_faster AI_CV_Encore_ScoreDown2
	get_last_used_move AI_TARGET
	get_move_effect_from_result
	if_not_in_bytes AI_CV_Encore_EncouragedMovesToEncore, AI_CV_Encore_ScoreDown2

AI_CV_Encore2::
	if_random_less_than 30, AI_CV_Encore_End
	score +3
	goto AI_CV_Encore_End

AI_CV_Encore_ScoreDown2::
	score -2

AI_CV_Encore_End::
	end

AI_CV_Encore_EncouragedMovesToEncore::
	.byte EFFECT_DREAM_EATER
	.byte EFFECT_ATTACK_UP
	.byte EFFECT_DEFENSE_UP
	.byte EFFECT_SPEED_UP
	.byte EFFECT_SPECIAL_ATTACK_UP
	.byte EFFECT_HAZE
	.byte EFFECT_ROAR
	.byte EFFECT_CONVERSION
	.byte EFFECT_TOXIC
	.byte EFFECT_LIGHT_SCREEN
	.byte EFFECT_REST
	.byte EFFECT_SUPER_FANG
	.byte EFFECT_SPECIAL_DEFENSE_UP_2
	.byte EFFECT_CONFUSE
	.byte EFFECT_POISON
	.byte EFFECT_PARALYZE
	.byte EFFECT_LEECH_SEED
	.byte EFFECT_SPLASH
	.byte EFFECT_ATTACK_UP_2
	.byte EFFECT_ENCORE
	.byte EFFECT_CONVERSION_2
	.byte EFFECT_LOCK_ON
	.byte EFFECT_HEAL_BELL
	.byte EFFECT_MEAN_LOOK
	.byte EFFECT_NIGHTMARE
	.byte EFFECT_PROTECT
	.byte EFFECT_SKILL_SWAP
	.byte EFFECT_FORESIGHT
	.byte EFFECT_PERISH_SONG
	.byte EFFECT_SANDSTORM
	.byte EFFECT_ENDURE
	.byte EFFECT_SWAGGER
	.byte EFFECT_ATTRACT
	.byte EFFECT_SAFEGUARD
	.byte EFFECT_RAIN_DANCE
	.byte EFFECT_SUNNY_DAY
	.byte EFFECT_BELLY_DRUM
	.byte EFFECT_PSYCH_UP
	.byte EFFECT_FUTURE_SIGHT
	.byte EFFECT_FAKE_OUT
	.byte EFFECT_STOCKPILE
	.byte EFFECT_SPIT_UP
	.byte EFFECT_SWALLOW
	.byte EFFECT_HAIL
	.byte EFFECT_TORMENT
	.byte EFFECT_WILL_O_WISP
	.byte EFFECT_FOLLOW_ME
	.byte EFFECT_CHARGE
	.byte EFFECT_TRICK
	.byte EFFECT_ROLE_PLAY
	.byte EFFECT_INGRAIN
	.byte EFFECT_RECYCLE
	.byte EFFECT_KNOCK_OFF
	.byte EFFECT_SKILL_SWAP
	.byte EFFECT_IMPRISON
	.byte EFFECT_REFRESH
	.byte EFFECT_GRUDGE
	.byte EFFECT_TEETER_DANCE
	.byte EFFECT_MUD_SPORT
	.byte EFFECT_WATER_SPORT
	.byte EFFECT_DRAGON_DANCE
	.byte EFFECT_CAMOUFLAGE
	.byte -1

AI_CV_PainSplit::
	if_hp_less_than AI_TARGET, 80, AI_CV_PainSplit_ScoreDown1
	if_target_faster AI_CV_PainSplit2
	if_hp_more_than AI_USER, 40, AI_CV_PainSplit_ScoreDown1
	score +1
	goto AI_CV_PainSplit_End

AI_CV_PainSplit2::
	if_hp_more_than AI_USER, 60, AI_CV_PainSplit_ScoreDown1
	score +1
	goto AI_CV_PainSplit_End

AI_CV_PainSplit_ScoreDown1::
	score -1

AI_CV_PainSplit_End::
	end

AI_CV_Snore::
	score +2
	end

AI_CV_LockOn::
	if_random_less_than 128, AI_CV_LockOn_End
	score +2

AI_CV_LockOn_End::
	end

AI_CV_SleepTalk::
@	if_status AI_USER, STATUS1_SLEEP, Score_Plus10  @ Improvement in Emerald
	score +2   @ Change to -5
	end

AI_CV_DestinyBond::
	score -1
	if_target_faster AI_CV_DestinyBond_End
	if_hp_more_than AI_USER, 70, AI_CV_DestinyBond_End
	if_random_less_than 128, AI_CV_DestinyBond2
	score +1

AI_CV_DestinyBond2::
	if_hp_more_than AI_USER, 50, AI_CV_DestinyBond_End
	if_random_less_than 128, AI_CV_DestinyBond3
	score +1

AI_CV_DestinyBond3::
	if_hp_more_than AI_USER, 30, AI_CV_DestinyBond_End
	if_random_less_than 100, AI_CV_DestinyBond_End
	score +2

AI_CV_DestinyBond_End::
	end

AI_CV_Flail::
	if_target_faster AI_CV_Flail2
	if_hp_more_than AI_USER, 33, AI_CV_Flail_ScoreDown1
	if_hp_more_than AI_USER, 20, AI_CV_Flail_End
	if_hp_less_than AI_USER, 8, AI_CV_Flail_ScoreUp1
	goto AI_CV_Flail3

AI_CV_Flail2::
	if_hp_more_than AI_USER, 60, AI_CV_Flail_ScoreDown1
	if_hp_more_than AI_USER, 40, AI_CV_Flail_End
	goto AI_CV_Flail3

AI_CV_Flail_ScoreUp1::
	score +1

AI_CV_Flail3::
	if_random_less_than 100, AI_CV_Flail_End
	score +1
	goto AI_CV_Flail_End

AI_CV_Flail_ScoreDown1::
	score -1

AI_CV_Flail_End::
	end

AI_CV_HealBell::
	if_status AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End
	if_status_in_party AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End
	score -5

AI_CV_HealBell_End::
	end

AI_CV_Thief::
	get_hold_effect AI_TARGET
	if_not_in_bytes AI_CV_Thief_EncourageItemsToSteal, AI_CV_Thief_ScoreDown2
	if_random_less_than 50, AI_CV_Thief_End
	score +1
	goto AI_CV_Thief_End

AI_CV_Thief_ScoreDown2::
	score -2

AI_CV_Thief_End::
	end

AI_CV_Thief_EncourageItemsToSteal::
	.byte HOLD_EFFECT_CURE_SLP
	.byte HOLD_EFFECT_CURE_STATUS
	.byte HOLD_EFFECT_RESTORE_HP
	.byte HOLD_EFFECT_EVASION_UP
	.byte HOLD_EFFECT_LEFTOVERS
	.byte HOLD_EFFECT_LIGHT_BALL
	.byte HOLD_EFFECT_THICK_CLUB
	.byte -1

AI_CV_Curse::
	get_user_type1
	if_equal TYPE_GHOST, AI_CV_Curse4
	get_user_type2
	if_equal TYPE_GHOST, AI_CV_Curse4
	if_stat_level_more_than AI_USER, STAT_DEF, 9, AI_CV_Curse_End
	if_random_less_than 128, AI_CV_Curse2
	score +1

AI_CV_Curse2::
	if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_Curse_End
	if_random_less_than 128, AI_CV_Curse3
	score +1

AI_CV_Curse3::
	if_stat_level_more_than AI_USER, STAT_DEF, 6, AI_CV_Curse_End
	if_random_less_than 128, AI_CV_Curse_End
	score +1
	goto AI_CV_Curse_End

AI_CV_Curse4::
	if_hp_more_than AI_USER, 80, AI_CV_Curse_End
	score -1

AI_CV_Curse_End::
	end

AI_CV_Protect::
	get_protect_count AI_USER
	if_more_than 1, AI_CV_Protect_ScoreDown2
	if_status AI_USER, STATUS1_TOXIC_POISON, AI_CV_Protect3
	if_status2 AI_USER, STATUS2_CURSED, AI_CV_Protect3
	if_status3 AI_USER, STATUS3_PERISH_SONG, AI_CV_Protect3
	if_status2 AI_USER, STATUS2_INFATUATION, AI_CV_Protect3
	if_status3 AI_USER, STATUS3_LEECHSEED, AI_CV_Protect3
	if_status3 AI_USER, STATUS3_YAWN, AI_CV_Protect3
	if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Protect3
	if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Protect3
	if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Protect_ScoreUp2
	if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Protect_ScoreUp2
	if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Protect_ScoreUp2
	if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Protect_ScoreUp2
	if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Protect_ScoreUp2
	if_status3 AI_TARGET, STATUS3_YAWN, AI_CV_Protect_ScoreUp2
	get_last_used_move AI_TARGET
	get_move_effect_from_result
	if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_ScoreUp2
	goto AI_CV_Protect2

AI_CV_Protect_ScoreUp2::
	score +2

AI_CV_Protect2::
@	if_random_less_than 128, AI_CV_Protect4  @ Improvement in Emerald
@	score -1

AI_CV_Protect4::
	get_protect_count AI_USER
	if_equal 0, AI_CV_Protect_End
	score -1
	if_random_less_than 128, AI_CV_Protect_End
	score -1
	goto AI_CV_Protect_End

AI_CV_Protect3::
	get_last_used_move AI_TARGET
	get_move_effect_from_result
	if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_End

AI_CV_Protect_ScoreDown2::
	score -2

AI_CV_Protect_End::
	end

AI_CV_Foresight::
	get_user_type1
	if_equal TYPE_GHOST, AI_CV_Foresight2
	get_user_type2
	if_equal TYPE_GHOST, AI_CV_Foresight2
	if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Foresight3
	score -2
	goto AI_CV_Foresight_End

AI_CV_Foresight2::
	if_random_less_than 80, AI_CV_Foresight_End

AI_CV_Foresight3::
	if_random_less_than 80, AI_CV_Foresight_End
	score +2

AI_CV_Foresight_End::
	end

AI_CV_Endure::
	if_hp_less_than AI_USER, 4, AI_CV_Endure2
	if_hp_less_than AI_USER, 35, AI_CV_Endure3

AI_CV_Endure2::
	score -1
	goto AI_CV_Endure_End

AI_CV_Endure3::
	if_random_less_than 70, AI_CV_Endure_End
	score +1

AI_CV_Endure_End::
	end

AI_CV_BatonPass::
	if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_BatonPass2
	if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_BatonPass2
	if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_BatonPass2
	if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_BatonPass2
	if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_BatonPass2
	goto AI_CV_BatonPass5

AI_CV_BatonPass2::
	if_target_faster AI_CV_BatonPass3
	if_hp_more_than AI_USER, 60, AI_CV_BatonPass_End
	goto AI_CV_BatonPass4

AI_CV_BatonPass3::
	if_hp_more_than AI_USER, 70, AI_CV_BatonPass_End

AI_CV_BatonPass4::
	if_random_less_than 80, AI_CV_BatonPass_End
	score +2
	goto AI_CV_BatonPass_End

AI_CV_BatonPass5::
	if_stat_level_more_than AI_USER, STAT_ATK, 7, AI_CV_BatonPass7
	if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_BatonPass7
	if_stat_level_more_than AI_USER, STAT_SPATK, 7, AI_CV_BatonPass7
	if_stat_level_more_than AI_USER, STAT_SPDEF, 7, AI_CV_BatonPass7
	if_stat_level_more_than AI_USER, STAT_EVASION, 7, AI_CV_BatonPass7
	goto AI_CV_BatonPass_ScoreDown2

AI_CV_BatonPass7::
	if_target_faster AI_CV_BatonPass8
	if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2
	goto AI_CV_BatonPass_End

AI_CV_BatonPass8::
	if_hp_less_than AI_USER, 70, AI_CV_BatonPass_End

AI_CV_BatonPass_ScoreDown2::
	score -2

AI_CV_BatonPass_End::
	end

AI_CV_Pursuit::
	is_first_turn_for AI_USER
	if_not_equal 0, AI_CV_Pursuit_End
	get_target_type1
	if_equal TYPE_GHOST, AI_CV_Pursuit2
	get_target_type1
	if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
	get_target_type2
	if_equal TYPE_GHOST, AI_CV_Pursuit2
	get_target_type2
	if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
	goto AI_CV_Pursuit_End

AI_CV_Pursuit2::
	if_random_less_than 128, AI_CV_Pursuit_End
	score +1

AI_CV_Pursuit_End::
	end

AI_CV_RainDance::
	if_user_faster AI_CV_RainDance2
	get_ability AI_USER
	if_equal ABILITY_SWIFT_SWIM, AI_CV_RainDance3

AI_CV_RainDance2::
	if_hp_less_than AI_USER, 40, AI_CV_RainDance_ScoreDown1
	get_weather
	if_equal AI_WEATHER_HAIL, AI_CV_RainDance3
	if_equal AI_WEATHER_SUN, AI_CV_RainDance3
	if_equal AI_WEATHER_SANDSTORM, AI_CV_RainDance3
	get_ability AI_USER
	if_equal ABILITY_RAIN_DISH, AI_CV_RainDance3
	goto AI_CV_RainDance_End

AI_CV_RainDance3::
	score +1
	goto AI_CV_RainDance_End

AI_CV_RainDance_ScoreDown1::
	score -1

AI_CV_RainDance_End::
	end

AI_CV_SunnyDay::
	if_hp_less_than AI_USER, 40, AI_CV_SunnyDay_ScoreDown1
	get_weather
	if_equal AI_WEATHER_HAIL, AI_CV_SunnyDay2
	if_equal AI_WEATHER_RAIN, AI_CV_SunnyDay2
	if_equal AI_WEATHER_SANDSTORM, AI_CV_SunnyDay2
	goto AI_CV_SunnyDay_End

AI_CV_SunnyDay2::
	score +1
	goto AI_CV_SunnyDay_End

AI_CV_SunnyDay_ScoreDown1::
	score -1

AI_CV_SunnyDay_End::
	end

AI_CV_BellyDrum::
	if_hp_less_than AI_USER, 90, AI_CV_BellyDrum_ScoreDown2
	goto AI_CV_BellyDrum_End

AI_CV_BellyDrum_ScoreDown2::
	score -2

AI_CV_BellyDrum_End::
	end

AI_CV_PsychUp::
	if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_PsychUp2
	if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_PsychUp2
	if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_PsychUp2
	if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_PsychUp2
	if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_PsychUp2
	goto AI_CV_PsychUp_ScoreDown2

AI_CV_PsychUp2::
	if_stat_level_less_than AI_USER, STAT_ATK, 7, AI_CV_PsychUp3
	if_stat_level_less_than AI_USER, STAT_DEF, 7, AI_CV_PsychUp3
	if_stat_level_less_than AI_USER, STAT_SPATK, 7, AI_CV_PsychUp3
	if_stat_level_less_than AI_USER, STAT_SPDEF, 7, AI_CV_PsychUp3
	if_stat_level_less_than AI_USER, STAT_EVASION, 7, AI_CV_PsychUp_ScoreUp1
	if_random_less_than 50, AI_CV_PsychUp_End
	goto AI_CV_PsychUp_ScoreDown2

AI_CV_PsychUp_ScoreUp1::
	score +1

AI_CV_PsychUp3::
	if_random_less_than 128, AI_CV_PsychUp_End  @ Remove this line
	score +1
@	end  @ Improvement in Emerald

AI_CV_PsychUp_ScoreDown2::
	score -2

AI_CV_PsychUp_End::
	end

AI_CV_MirrorCoat::
	if_status AI_TARGET, STATUS1_SLEEP, AI_CV_MirrorCoat_ScoreDown1
	if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_MirrorCoat_ScoreDown1
	if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_MirrorCoat_ScoreDown1
	if_hp_more_than AI_USER, 30, AI_CV_MirrorCoat2
	if_random_less_than 10, AI_CV_MirrorCoat2
	score -1

AI_CV_MirrorCoat2::
	if_hp_more_than AI_USER, 50, AI_CV_MirrorCoat3
	if_random_less_than 100, AI_CV_MirrorCoat3
	score -1

AI_CV_MirrorCoat3::
@	if_has_move AI_USER, MOVE_COUNTER, AI_CV_MirrorCoat_ScoreUp4  @ Improvement in Emerald
	get_last_used_move AI_TARGET
	get_move_power_from_result
	if_equal 0, AI_CV_MirrorCoat5
	if_target_not_taunted AI_CV_MirrorCoat4
	if_random_less_than 100, AI_CV_MirrorCoat4
	score +1

AI_CV_MirrorCoat4::
	get_last_used_move AI_TARGET
	get_move_type_from_result
	if_not_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_ScoreDown1
	if_random_less_than 100, AI_CV_MirrorCoat_End
	score +1
	goto AI_CV_MirrorCoat_End

AI_CV_MirrorCoat5::
	if_target_not_taunted AI_CV_MirrorCoat6
	if_random_less_than 100, AI_CV_MirrorCoat6
	score +1

AI_CV_MirrorCoat6::
	get_target_type1
	if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
	get_target_type2
	if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
	if_random_less_than 50, AI_CV_MirrorCoat_End

@ Improvement in Emerald
@AI_CV_MirrorCoat_ScoreUp4:
@	if_random_less_than 100, AI_CV_MirrorCoat_ScoreUp4_End
@	score +4
@
@AI_CV_MirrorCoat_ScoreUp4_End:
@	end

AI_CV_MirrorCoat_ScoreDown1::
	score -1

AI_CV_MirrorCoat_End::
	end

AI_CV_MirrorCoat_SpecialTypeList::
	.byte TYPE_FIRE
	.byte TYPE_WATER
	.byte TYPE_GRASS
	.byte TYPE_ELECTRIC
	.byte TYPE_PSYCHIC
	.byte TYPE_ICE
	.byte TYPE_DRAGON
	.byte TYPE_DARK
	.byte -1

AI_CV_ChargeUpMove::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_ChargeUpMove_ScoreDown2
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_ChargeUpMove_ScoreDown2
	if_has_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_ChargeUpMove_ScoreDown2
	if_hp_more_than AI_USER, 38, AI_CV_ChargeUpMove_End
	score -1
	goto AI_CV_ChargeUpMove_End

AI_CV_ChargeUpMove_ScoreDown2::
	score -2

AI_CV_ChargeUpMove_End::
	end

AI_CV_SemiInvulnerable::
	if_doesnt_have_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_SemiInvulnerable2
	score -1
	goto AI_CV_SemiInvulnerable_End

@ BUG: The scripts for checking type-resistance to weather for semi-invulnerable moves are swapped
@	  The result is that the AI is encouraged to stall while taking damage from weather
@	  To fix, swap _CheckSandstormTypes/_CheckIceType in the below script
AI_CV_SemiInvulnerable2::
	if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_SemiInvulnerable_TryEncourage
	if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_SemiInvulnerable_TryEncourage
	if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_SemiInvulnerable_TryEncourage
	get_weather
	if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckSandstormTypes
	if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckIceType
	goto AI_CV_SemiInvulnerable5

AI_CV_SemiInvulnerable_CheckSandstormTypes::
	get_user_type1
	if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
	get_user_type2
	if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
	goto AI_CV_SemiInvulnerable5

AI_CV_SemiInvulnerable_CheckIceType::
	get_user_type1
	if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage
	get_user_type2
	if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage

AI_CV_SemiInvulnerable5::
	if_target_faster AI_CV_SemiInvulnerable_End
	get_last_used_move AI_TARGET
	get_move_effect_from_result
	if_not_equal EFFECT_LOCK_ON, AI_CV_SemiInvulnerable_TryEncourage
	goto AI_CV_SemiInvulnerable_End

AI_CV_SemiInvulnerable_TryEncourage::
	if_random_less_than 80, AI_CV_SemiInvulnerable_End
	score +1

AI_CV_SemiInvulnerable_End::
	end

AI_CV_SandstormResistantTypes::
	.byte TYPE_GROUND
	.byte TYPE_ROCK
	.byte TYPE_STEEL
	.byte -1

AI_CV_FakeOut::
	score +2
	end

AI_CV_SpitUp::
	get_stockpile_count AI_USER
	if_less_than 2, AI_CV_SpitUp_End
	if_random_less_than 80, AI_CV_SpitUp_End
	score +2

AI_CV_SpitUp_End::
	end

AI_CV_Hail::
	if_hp_less_than AI_USER, 40, AI_CV_Hail_ScoreDown1
	get_weather
	if_equal AI_WEATHER_SUN, AI_CV_Hail2
	if_equal AI_WEATHER_RAIN, AI_CV_Hail2
	if_equal AI_WEATHER_SANDSTORM, AI_CV_Hail2
	goto AI_CV_Hail_End

AI_CV_Hail2::
	score +1
	goto AI_CV_Hail_End

AI_CV_Hail_ScoreDown1::
	score -1

AI_CV_Hail_End::
	end

@ BUG: Facade score is increased if the target is statused, but should be if the user is. Replace AI_TARGET with AI_USER
AI_CV_Facade::
	if_not_status AI_TARGET, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, AI_CV_Facade_End
	score +1

AI_CV_Facade_End::
	end

AI_CV_FocusPunch::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_FocusPunch2
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_FocusPunch2
	if_status AI_TARGET, STATUS1_SLEEP, AI_CV_FocusPunch_ScoreUp1
	if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_FocusPunch3
	if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_FocusPunch3
	is_first_turn_for AI_USER
	if_not_equal 0, AI_CV_FocusPunch_End
	if_random_less_than 100, AI_CV_FocusPunch_End
	score +1
	goto AI_CV_FocusPunch_End

AI_CV_FocusPunch2::
	score -1
	goto AI_CV_FocusPunch_End

AI_CV_FocusPunch3::
	if_random_less_than 100, AI_CV_FocusPunch_End

AI_CV_FocusPunch_ScoreUp1::
	score +1

AI_CV_FocusPunch_End::
	end

AI_CV_SmellingSalt::
	if_status AI_TARGET, STATUS1_PARALYSIS, AI_CV_SmellingSalt_ScoreUp1
	goto AI_CV_SmellingSalt_End

AI_CV_SmellingSalt_ScoreUp1::
	score +1

AI_CV_SmellingSalt_End::
	end

AI_CV_Trick::
	get_hold_effect AI_USER
	if_in_bytes AI_CV_Trick_ChoiceEffects, AI_CV_Trick3
	if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick4

AI_CV_Trick2::
	score -3
	goto AI_CV_Trick_End

AI_CV_Trick3::
	get_hold_effect AI_TARGET
	if_in_bytes AI_CV_Trick_ChoiceEffects, AI_CV_Trick2
	score +5
	goto AI_CV_Trick_End

AI_CV_Trick4::
	get_hold_effect AI_TARGET
	if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick2
	if_random_less_than 50, AI_CV_Trick_End
	score +2

AI_CV_Trick_End::
	end

AI_CV_Trick_EffectsToEncourage::
	.byte HOLD_EFFECT_CONFUSE_SPICY
	.byte HOLD_EFFECT_CONFUSE_DRY
	.byte HOLD_EFFECT_CONFUSE_SWEET
	.byte HOLD_EFFECT_CONFUSE_BITTER
	.byte HOLD_EFFECT_CONFUSE_SOUR
	.byte HOLD_EFFECT_MACHO_BRACE
	.byte HOLD_EFFECT_CHOICE_BAND
	.byte -1

AI_CV_Trick_ChoiceEffects::
	.byte HOLD_EFFECT_CHOICE_BAND
	.byte -1

AI_CV_ChangeSelfAbility::
	get_ability AI_USER
	if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility2
	get_ability AI_TARGET
	if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility3

AI_CV_ChangeSelfAbility2::
	score -1
	goto AI_CV_ChangeSelfAbility_End

AI_CV_ChangeSelfAbility3::
	if_random_less_than 50, AI_CV_ChangeSelfAbility_End
	score +2

AI_CV_ChangeSelfAbility_End::
	end

AI_CV_ChangeSelfAbility_AbilitiesToEncourage::
	.byte ABILITY_SPEED_BOOST
	.byte ABILITY_BATTLE_ARMOR
	.byte ABILITY_SAND_VEIL
	.byte ABILITY_STATIC
	.byte ABILITY_FLASH_FIRE
	.byte ABILITY_WONDER_GUARD
	.byte ABILITY_EFFECT_SPORE
	.byte ABILITY_SWIFT_SWIM
	.byte ABILITY_HUGE_POWER
	.byte ABILITY_RAIN_DISH
	.byte ABILITY_CUTE_CHARM
	.byte ABILITY_SHED_SKIN
	.byte ABILITY_MARVEL_SCALE
	.byte ABILITY_PURE_POWER
	.byte ABILITY_CHLOROPHYLL
	.byte ABILITY_SHIELD_DUST
	.byte -1

AI_CV_Superpower::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Superpower_ScoreDown1
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Superpower_ScoreDown1
	if_stat_level_less_than AI_USER, STAT_ATK, 6, AI_CV_Superpower_ScoreDown1
	if_target_faster AI_CV_Superpower2
	if_hp_more_than AI_USER, 40, AI_CV_Superpower_ScoreDown1
	goto AI_CV_Superpower_End

AI_CV_Superpower2::
	if_hp_less_than AI_USER, 60, AI_CV_Superpower_End

AI_CV_Superpower_ScoreDown1::
	score -1

AI_CV_Superpower_End::
	end

AI_CV_MagicCoat::
	if_hp_more_than AI_TARGET, 30, AI_CV_MagicCoat2
	if_random_less_than 100, AI_CV_MagicCoat2
	score -1

AI_CV_MagicCoat2::
	is_first_turn_for AI_USER
	if_equal 0, AI_CV_MagicCoat4
	if_random_less_than 150, AI_CV_MagicCoat_End
	score +1
	goto AI_CV_MagicCoat_End
	if_random_less_than 50, AI_CV_MagicCoat_End

AI_CV_MagicCoat3::
@	if_random_less_than 50, AI_CV_MagicCoat_End  @ Improvement in Emerald

AI_CV_MagicCoat4::
	if_random_less_than 30, AI_CV_MagicCoat_End
	score -1

AI_CV_MagicCoat_End::
	end

AI_CV_Recycle::
	get_used_held_item AI_USER
	if_not_in_bytes AI_CV_Recycle_ItemsToEncourage, AI_CV_Recycle_ScoreDown2
	if_random_less_than 50, AI_CV_Recycle_End
	score +1
	goto AI_CV_Recycle_End

AI_CV_Recycle_ScoreDown2::
	score -2

AI_CV_Recycle_End::
	end

AI_CV_Recycle_ItemsToEncourage::
	.byte ITEM_CHESTO_BERRY
	.byte ITEM_LUM_BERRY
	.byte ITEM_STARF_BERRY
	.byte -1

AI_CV_Revenge::
	if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Revenge_ScoreDown2
	if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Revenge_ScoreDown2
	if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Revenge_ScoreDown2
	if_random_less_than 180, AI_CV_Revenge_ScoreDown2
	score +2
	goto AI_CV_Revenge_End

AI_CV_Revenge_ScoreDown2::
	score -2

AI_CV_Revenge_End::
	end

AI_CV_BrickBreak::
	if_side_affecting AI_TARGET, SIDE_STATUS_REFLECT, AI_CV_BrickBreak_ScoreUp1
	goto AI_CV_BrickBreak_End

AI_CV_BrickBreak_ScoreUp1::
	score +1

AI_CV_BrickBreak_End::
	end

AI_CV_KnockOff::
	if_hp_less_than AI_TARGET, 30, AI_CV_KnockOff_End
	is_first_turn_for AI_USER
	if_more_than 0, AI_CV_KnockOff_End
	if_random_less_than 180, AI_CV_KnockOff_End
	score +1

AI_CV_KnockOff_End::
	end

AI_CV_Endeavor::
	if_hp_less_than AI_TARGET, 70, AI_CV_Endeavor_ScoreDown1
	if_target_faster AI_CV_Endeavor2
	if_hp_more_than AI_USER, 40, AI_CV_Endeavor_ScoreDown1
	score +1
	goto AI_CV_Endeavor_End

AI_CV_Endeavor2::
	if_hp_more_than AI_USER, 50, AI_CV_Endeavor_ScoreDown1
	score +1
	goto AI_CV_Endeavor_End

AI_CV_Endeavor_ScoreDown1::
	score -1

AI_CV_Endeavor_End::
	end

AI_CV_Eruption::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Eruption_ScoreDown1
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Eruption_ScoreDown1
	if_target_faster AI_CV_Eruption2
	if_hp_more_than AI_TARGET, 50, AI_CV_Eruption_End
	goto AI_CV_Eruption_ScoreDown1

AI_CV_Eruption2::
	if_hp_more_than AI_TARGET, 70, AI_CV_Eruption_End

AI_CV_Eruption_ScoreDown1::
	score -1

AI_CV_Eruption_End::
	end

AI_CV_Imprison::
	is_first_turn_for AI_USER
	if_more_than 0, AI_CV_Imprison_End
	if_random_less_than 100, AI_CV_Imprison_End
	score +2

AI_CV_Imprison_End::
	end

AI_CV_Refresh::
	if_hp_less_than AI_TARGET, 50, AI_CV_Refresh_ScoreDown1
	goto AI_CV_Refresh_End

AI_CV_Refresh_ScoreDown1::
	score -1

AI_CV_Refresh_End::
	end

AI_CV_Snatch::
	is_first_turn_for AI_USER
	if_equal 1, AI_CV_Snatch3
	if_random_less_than 30, AI_CV_Snatch_End
	if_target_faster AI_CV_Snatch2
	if_hp_not_equal AI_USER, 100, AI_CV_Snatch5
	if_hp_less_than AI_TARGET, 70, AI_CV_Snatch5
	if_random_less_than 60, AI_CV_Snatch_End
	goto AI_CV_Snatch5

AI_CV_Snatch2::
	if_hp_more_than AI_TARGET, 25, AI_CV_Snatch5
	if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Snatch3
	if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Snatch3
	goto AI_CV_Snatch4

AI_CV_Snatch3::
	if_random_less_than 150, AI_CV_Snatch_End
	score +2
	goto AI_CV_Snatch_End

AI_CV_Snatch4::
	if_random_less_than 230, AI_CV_Snatch5
	score +1
	goto AI_CV_Snatch_End

AI_CV_Snatch5::
	if_random_less_than 30, AI_CV_Snatch_End
	score -2

AI_CV_Snatch_End::
	end

AI_CV_MudSport::
	if_hp_less_than AI_USER, 50, AI_CV_MudSport_ScoreDown1
	get_target_type1
	if_equal TYPE_ELECTRIC, AI_CV_MudSport2
	get_target_type2
	if_equal TYPE_ELECTRIC, AI_CV_MudSport2
	goto AI_CV_MudSport_ScoreDown1

AI_CV_MudSport2::
	score +1
	goto AI_CV_MudSport_End

AI_CV_MudSport_ScoreDown1::
	score -1

AI_CV_MudSport_End::
	end

AI_CV_Overheat::
	if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Overheat_ScoreDown1
	if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Overheat_ScoreDown1
	if_target_faster AI_CV_Overheat2
	if_hp_more_than AI_USER, 60, AI_CV_Overheat_End
	goto AI_CV_Overheat_ScoreDown1

AI_CV_Overheat2::
	if_hp_more_than AI_USER, 80, AI_CV_Overheat_End

AI_CV_Overheat_ScoreDown1::
	score -1

AI_CV_Overheat_End::
	end

AI_CV_WaterSport::
	if_hp_less_than AI_USER, 50, AI_CV_WaterSport_ScoreDown1
	get_target_type1
	if_equal TYPE_FIRE, AI_CV_WaterSport2
	get_target_type2
	if_equal TYPE_FIRE, AI_CV_WaterSport2
	goto AI_CV_WaterSport_ScoreDown1

AI_CV_WaterSport2::
	score +1
	goto AI_CV_WaterSport_End

AI_CV_WaterSport_ScoreDown1::
	score -1

AI_CV_WaterSport_End::
	end

AI_CV_DragonDance::
	if_target_faster AI_CV_DragonDance2
	if_hp_more_than AI_USER, 50, AI_CV_DragonDance_End
	if_random_less_than 70, AI_CV_DragonDance_End
	score -1
	goto AI_CV_DragonDance_End

AI_CV_DragonDance2::
	if_random_less_than 128, AI_CV_DragonDance_End
	score +1

AI_CV_DragonDance_End::
	end

AI_TryToFaint::
	if_can_faint AI_TryToFaint_TryToEncourageQuickAttack
	get_how_powerful_move_is
	if_equal MOVE_NOT_MOST_POWERFUL, Score_Minus1
@	if_type_effectiveness AI_EFFECTIVENESS_x4, AI_TryToFaint_DoubleSuperEffective  @ Improvement in Emerald
	end

@ Improvement in Emerald
@AI_TryToFaint_DoubleSuperEffective:
@	if_random_less_than 80, AI_TryToFaint_End
@	score +2
@	end

AI_TryToFaint_TryToEncourageQuickAttack::
	if_effect EFFECT_EXPLOSION, AI_TryToFaint_End
	if_not_effect EFFECT_QUICK_ATTACK, AI_TryToFaint_ScoreUp4
	score +2

AI_TryToFaint_ScoreUp4::
	score +4

AI_TryToFaint_End::
	end

AI_SetupFirstTurn::
	get_turn_count
	if_not_equal 0, AI_SetupFirstTurn_End
	get_considered_move_effect
	if_not_in_bytes AI_SetupFirstTurn_SetupEffectsToEncourage, AI_SetupFirstTurn_End
	if_random_less_than 80, AI_SetupFirstTurn_End
	score +2

AI_SetupFirstTurn_End::
	end

AI_SetupFirstTurn_SetupEffectsToEncourage::
	.byte EFFECT_ATTACK_UP
	.byte EFFECT_DEFENSE_UP
	.byte EFFECT_SPEED_UP
	.byte EFFECT_SPECIAL_ATTACK_UP
	.byte EFFECT_SPECIAL_DEFENSE_UP
	.byte EFFECT_ACCURACY_UP
	.byte EFFECT_EVASION_UP
	.byte EFFECT_ATTACK_DOWN
	.byte EFFECT_DEFENSE_DOWN
	.byte EFFECT_SPEED_DOWN
	.byte EFFECT_SPECIAL_ATTACK_DOWN
	.byte EFFECT_SPECIAL_DEFENSE_DOWN
	.byte EFFECT_ACCURACY_DOWN
	.byte EFFECT_EVASION_DOWN
	.byte EFFECT_CONVERSION
	.byte EFFECT_LIGHT_SCREEN
	.byte EFFECT_SPECIAL_DEFENSE_UP_2
	.byte EFFECT_FOCUS_ENERGY
	.byte EFFECT_CONFUSE
	.byte EFFECT_ATTACK_UP_2
	.byte EFFECT_DEFENSE_UP_2
	.byte EFFECT_SPEED_UP_2
	.byte EFFECT_SPECIAL_ATTACK_UP_2
	.byte EFFECT_SPECIAL_DEFENSE_UP_2
	.byte EFFECT_ACCURACY_UP_2
	.byte EFFECT_EVASION_UP_2
	.byte EFFECT_ATTACK_DOWN_2
	.byte EFFECT_DEFENSE_DOWN_2
	.byte EFFECT_SPEED_DOWN_2
	.byte EFFECT_SPECIAL_ATTACK_DOWN_2
	.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
	.byte EFFECT_ACCURACY_DOWN_2
	.byte EFFECT_EVASION_DOWN_2
	.byte EFFECT_REFLECT
	.byte EFFECT_POISON
	.byte EFFECT_PARALYZE
	.byte EFFECT_SUBSTITUTE
	.byte EFFECT_LEECH_SEED
	.byte EFFECT_MINIMIZE
	.byte EFFECT_CURSE
	.byte EFFECT_SWAGGER
	.byte EFFECT_CAMOUFLAGE
	.byte EFFECT_YAWN
	.byte EFFECT_DEFENSE_CURL
	.byte EFFECT_TORMENT
	.byte EFFECT_FLATTER
	.byte EFFECT_WILL_O_WISP
	.byte EFFECT_INGRAIN
	.byte EFFECT_IMPRISON
	.byte EFFECT_TEETER_DANCE
	.byte EFFECT_TICKLE
	.byte EFFECT_COSMIC_POWER
	.byte EFFECT_BULK_UP
	.byte EFFECT_CALM_MIND
	.byte EFFECT_CAMOUFLAGE
	.byte -1

AI_PreferStrongestMove::
	get_how_powerful_move_is
	if_not_equal MOVE_POWER_DISCOURAGED, AI_PreferStrongestMove_End
	if_random_less_than 100, AI_PreferStrongestMove_End
	score +2

AI_PreferStrongestMove_End::
	end

AI_Risky::
	get_considered_move_effect
	if_not_in_bytes AI_Risky_EffectsToEncourage, AI_Risky_End
	if_random_less_than 128, AI_Risky_End
	score +2

AI_Risky_End::
	end

AI_Risky_EffectsToEncourage::
	.byte EFFECT_SLEEP
	.byte EFFECT_EXPLOSION
	.byte EFFECT_MIRROR_MOVE
	.byte EFFECT_OHKO
	.byte EFFECT_HIGH_CRITICAL
	.byte EFFECT_CONFUSE
	.byte EFFECT_METRONOME
	.byte EFFECT_PSYWAVE
	.byte EFFECT_COUNTER
	.byte EFFECT_DESTINY_BOND
	.byte EFFECT_SWAGGER
	.byte EFFECT_ATTRACT
	.byte EFFECT_PRESENT
	.byte EFFECT_ALL_STATS_UP_HIT
	.byte EFFECT_BELLY_DRUM
	.byte EFFECT_MIRROR_COAT
	.byte EFFECT_FOCUS_PUNCH
	.byte EFFECT_REVENGE
	.byte EFFECT_TEETER_DANCE
	.byte -1

AI_PreferBatonPass::
	count_alive_pokemon AI_USER
	if_equal 0, AI_PreferBatonPass_End
	get_how_powerful_move_is
	if_not_equal MOVE_POWER_DISCOURAGED, AI_PreferBatonPass_End
	if_has_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_PreferBatonPass_GoForBatonPass
	if_random_less_than 80, AI_Risky_End

@ Improvement in Emerald (several below)
AI_PreferBatonPass_GoForBatonPass::
@	if_move MOVE_SWORDS_DANCE, AI_PreferBatonPass2
@	if_move MOVE_DRAGON_DANCE, AI_PreferBatonPass2
@	if_move MOVE_CALM_MIND, AI_PreferBatonPass2
@	if_effect EFFECT_PROTECT, AI_PreferBatonPass3
@	if_move MOVE_BATON_PASS, AI_PreferBatonPass_EncourageIfHighStats
	if_random_less_than 20, AI_Risky_End
	score +3

@AI_PreferBatonPass2:
@	get_turn_count
@	if_equal 0, Score_Plus5
@	if_hp_less_than AI_USER, 60, Score_Minus10
@	goto Score_Plus1
@
@AI_PreferBatonPass3::
@	get_last_used_move AI_USER
@	if_in_hwords AI_PreferBatonPass_ProtectMoves, Score_Minus2
@	score +2
@	end
@
@AI_PreferBatonPass_ProtectMoves:
@   .2byte MOVE_PROTECT
@   .2byte MOVE_DETECT
@   .2byte -1
@
@AI_PreferBatonPass_EncourageIfHighStats:
@	get_turn_count
@	if_equal 0, Score_Minus2
@	if_stat_level_more_than AI_USER, STAT_ATK, 8, Score_Plus3
@	if_stat_level_more_than AI_USER, STAT_ATK, 7, Score_Plus2
@	if_stat_level_more_than AI_USER, STAT_ATK, 6, Score_Plus1
@	if_stat_level_more_than AI_USER, STAT_SPATK, 8, Score_Plus3
@	if_stat_level_more_than AI_USER, STAT_SPATK, 7, Score_Plus2
@	if_stat_level_more_than AI_USER, STAT_SPATK, 6, Score_Plus1
@	end

AI_PreferBatonPass_End::
	end

@ Empty. Expanded in Emerald
AI_DoubleBattle::
	end

AI_HPAware::
	if_hp_more_than AI_USER, 70, AI_HPAware_UserHasHighHP
	if_hp_more_than AI_USER, 30, AI_HPAware_UserHasMediumHP
	get_considered_move_effect
	if_in_bytes AI_HPAware_DiscouragedEffectsWhenLowHP, AI_HPAware_TryToDiscourage
	goto AI_HPAware_ConsiderTarget

AI_HPAware_UserHasHighHP::
	get_considered_move_effect
	if_in_bytes AI_HPAware_DiscouragedEffectsWhenHighHP, AI_HPAware_TryToDiscourage
	goto AI_HPAware_ConsiderTarget

AI_HPAware_UserHasMediumHP::
	get_considered_move_effect
	if_in_bytes AI_HPAware_DiscouragedEffectsWhenMediumHP, AI_HPAware_TryToDiscourage
	goto AI_HPAware_ConsiderTarget

AI_HPAware_TryToDiscourage::
	if_random_less_than 50, AI_HPAware_ConsiderTarget
	score -2

AI_HPAware_ConsiderTarget::
	if_hp_more_than AI_TARGET, 70, AI_HPAware_TargetHasHighHP
	if_hp_more_than AI_TARGET, 30, AI_HPAware_TargetHasMediumHP
	get_considered_move_effect
	if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetLowHP, AI_HPAware_TargetTryToDiscourage
	goto AI_HPAware_End

AI_HPAware_TargetHasHighHP::
	get_considered_move_effect
	if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetHighHP, AI_HPAware_TargetTryToDiscourage
	goto AI_HPAware_End

AI_HPAware_TargetHasMediumHP::
	get_considered_move_effect
	if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetMediumHP, AI_HPAware_TargetTryToDiscourage
	goto AI_HPAware_End

AI_HPAware_TargetTryToDiscourage::
	if_random_less_than 50, AI_HPAware_End
	score -2

AI_HPAware_End::
	end

AI_HPAware_DiscouragedEffectsWhenHighHP::
	.byte EFFECT_EXPLOSION
	.byte EFFECT_RESTORE_HP
	.byte EFFECT_REST
	.byte EFFECT_DESTINY_BOND
	.byte EFFECT_FLAIL
	.byte EFFECT_ENDURE
	.byte EFFECT_MORNING_SUN
	.byte EFFECT_SYNTHESIS
	.byte EFFECT_MOONLIGHT
	.byte EFFECT_SOFTBOILED
	.byte EFFECT_MEMENTO
	.byte EFFECT_GRUDGE
	.byte EFFECT_OVERHEAT
	.byte -1

AI_HPAware_DiscouragedEffectsWhenMediumHP::
	.byte EFFECT_EXPLOSION
	.byte EFFECT_ATTACK_UP
	.byte EFFECT_DEFENSE_UP
	.byte EFFECT_SPEED_UP
	.byte EFFECT_SPECIAL_ATTACK_UP
	.byte EFFECT_SPECIAL_DEFENSE_UP
	.byte EFFECT_ACCURACY_UP
	.byte EFFECT_EVASION_UP
	.byte EFFECT_ATTACK_DOWN
	.byte EFFECT_DEFENSE_DOWN
	.byte EFFECT_SPEED_DOWN
	.byte EFFECT_SPECIAL_ATTACK_DOWN
	.byte EFFECT_SPECIAL_DEFENSE_DOWN
	.byte EFFECT_ACCURACY_DOWN
	.byte EFFECT_EVASION_DOWN
	.byte EFFECT_BIDE
	.byte EFFECT_CONVERSION
	.byte EFFECT_LIGHT_SCREEN
	.byte EFFECT_MIST
	.byte EFFECT_FOCUS_ENERGY
	.byte EFFECT_ATTACK_UP_2
	.byte EFFECT_DEFENSE_UP_2
	.byte EFFECT_SPEED_UP_2
	.byte EFFECT_SPECIAL_ATTACK_UP_2
	.byte EFFECT_SPECIAL_DEFENSE_UP_2
	.byte EFFECT_ACCURACY_UP_2
	.byte EFFECT_EVASION_UP_2
	.byte EFFECT_ATTACK_DOWN_2
	.byte EFFECT_DEFENSE_DOWN_2
	.byte EFFECT_SPEED_DOWN_2
	.byte EFFECT_SPECIAL_ATTACK_DOWN_2
	.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
	.byte EFFECT_ACCURACY_DOWN_2
	.byte EFFECT_EVASION_DOWN_2
	.byte EFFECT_CONVERSION_2
	.byte EFFECT_SAFEGUARD
	.byte EFFECT_BELLY_DRUM
	.byte EFFECT_TICKLE
	.byte EFFECT_COSMIC_POWER
	.byte EFFECT_BULK_UP
	.byte EFFECT_CALM_MIND
	.byte EFFECT_DRAGON_DANCE
	.byte -1

AI_HPAware_DiscouragedEffectsWhenLowHP::
	.byte EFFECT_ATTACK_UP
	.byte EFFECT_DEFENSE_UP
	.byte EFFECT_SPEED_UP
	.byte EFFECT_SPECIAL_ATTACK_UP
	.byte EFFECT_SPECIAL_DEFENSE_UP
	.byte EFFECT_ACCURACY_UP
	.byte EFFECT_EVASION_UP
	.byte EFFECT_ATTACK_DOWN
	.byte EFFECT_DEFENSE_DOWN
	.byte EFFECT_SPEED_DOWN
	.byte EFFECT_SPECIAL_ATTACK_DOWN
	.byte EFFECT_SPECIAL_DEFENSE_DOWN
	.byte EFFECT_ACCURACY_DOWN
	.byte EFFECT_EVASION_DOWN
	.byte EFFECT_BIDE
	.byte EFFECT_CONVERSION
	.byte EFFECT_LIGHT_SCREEN
	.byte EFFECT_MIST
	.byte EFFECT_FOCUS_ENERGY
	.byte EFFECT_ATTACK_UP_2
	.byte EFFECT_DEFENSE_UP_2
	.byte EFFECT_SPEED_UP_2
	.byte EFFECT_SPECIAL_ATTACK_UP_2
	.byte EFFECT_SPECIAL_DEFENSE_UP_2
	.byte EFFECT_ACCURACY_UP_2
	.byte EFFECT_EVASION_UP_2
	.byte EFFECT_ATTACK_DOWN_2
	.byte EFFECT_DEFENSE_DOWN_2
	.byte EFFECT_SPEED_DOWN_2
	.byte EFFECT_SPECIAL_ATTACK_DOWN_2
	.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
	.byte EFFECT_ACCURACY_DOWN_2
	.byte EFFECT_EVASION_DOWN_2
	.byte EFFECT_RAGE
	.byte EFFECT_CONVERSION_2
	.byte EFFECT_LOCK_ON
	.byte EFFECT_SAFEGUARD
	.byte EFFECT_BELLY_DRUM
	.byte EFFECT_PSYCH_UP
	.byte EFFECT_MIRROR_COAT
	.byte EFFECT_SOLAR_BEAM
	.byte EFFECT_ERUPTION
	.byte EFFECT_TICKLE
	.byte EFFECT_COSMIC_POWER
	.byte EFFECT_BULK_UP
	.byte EFFECT_CALM_MIND
	.byte EFFECT_DRAGON_DANCE
	.byte -1

AI_HPAware_DiscouragedEffectsWhenTargetHighHP::
	.byte -1

AI_HPAware_DiscouragedEffectsWhenTargetMediumHP::
	.byte EFFECT_ATTACK_UP
	.byte EFFECT_DEFENSE_UP
	.byte EFFECT_SPEED_UP
	.byte EFFECT_SPECIAL_ATTACK_UP
	.byte EFFECT_SPECIAL_DEFENSE_UP
	.byte EFFECT_ACCURACY_UP
	.byte EFFECT_EVASION_UP
	.byte EFFECT_ATTACK_DOWN
	.byte EFFECT_DEFENSE_DOWN
	.byte EFFECT_SPEED_DOWN
	.byte EFFECT_SPECIAL_ATTACK_DOWN
	.byte EFFECT_SPECIAL_DEFENSE_DOWN
	.byte EFFECT_ACCURACY_DOWN
	.byte EFFECT_EVASION_DOWN
	.byte EFFECT_MIST
	.byte EFFECT_FOCUS_ENERGY
	.byte EFFECT_ATTACK_UP_2
	.byte EFFECT_DEFENSE_UP_2
	.byte EFFECT_SPEED_UP_2
	.byte EFFECT_SPECIAL_ATTACK_UP_2
	.byte EFFECT_SPECIAL_DEFENSE_UP_2
	.byte EFFECT_ACCURACY_UP_2
	.byte EFFECT_EVASION_UP_2
	.byte EFFECT_ATTACK_DOWN_2
	.byte EFFECT_DEFENSE_DOWN_2
	.byte EFFECT_SPEED_DOWN_2
	.byte EFFECT_SPECIAL_ATTACK_DOWN_2
	.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
	.byte EFFECT_ACCURACY_DOWN_2
	.byte EFFECT_EVASION_DOWN_2
	.byte EFFECT_POISON
	.byte EFFECT_PAIN_SPLIT
	.byte EFFECT_PERISH_SONG
	.byte EFFECT_SAFEGUARD
	.byte EFFECT_TICKLE
	.byte EFFECT_COSMIC_POWER
	.byte EFFECT_BULK_UP
	.byte EFFECT_CALM_MIND
	.byte EFFECT_DRAGON_DANCE
	.byte -1

AI_HPAware_DiscouragedEffectsWhenTargetLowHP::
	.byte EFFECT_SLEEP
	.byte EFFECT_EXPLOSION
	.byte EFFECT_ATTACK_UP
	.byte EFFECT_DEFENSE_UP
	.byte EFFECT_SPEED_UP
	.byte EFFECT_SPECIAL_ATTACK_UP
	.byte EFFECT_SPECIAL_DEFENSE_UP
	.byte EFFECT_ACCURACY_UP
	.byte EFFECT_EVASION_UP
	.byte EFFECT_ATTACK_DOWN
	.byte EFFECT_DEFENSE_DOWN
	.byte EFFECT_SPEED_DOWN
	.byte EFFECT_SPECIAL_ATTACK_DOWN
	.byte EFFECT_SPECIAL_DEFENSE_DOWN
	.byte EFFECT_ACCURACY_DOWN
	.byte EFFECT_EVASION_DOWN
	.byte EFFECT_BIDE
	.byte EFFECT_CONVERSION
	.byte EFFECT_TOXIC
	.byte EFFECT_LIGHT_SCREEN
	.byte EFFECT_OHKO
	.byte EFFECT_SUPER_FANG  @ Maybe supposed to be EFFECT_RAZOR_WIND
	.byte EFFECT_SUPER_FANG
	.byte EFFECT_MIST
	.byte EFFECT_FOCUS_ENERGY
	.byte EFFECT_CONFUSE
	.byte EFFECT_ATTACK_UP_2
	.byte EFFECT_DEFENSE_UP_2
	.byte EFFECT_SPEED_UP_2
	.byte EFFECT_SPECIAL_ATTACK_UP_2
	.byte EFFECT_SPECIAL_DEFENSE_UP_2
	.byte EFFECT_ACCURACY_UP_2
	.byte EFFECT_EVASION_UP_2
	.byte EFFECT_ATTACK_DOWN_2
	.byte EFFECT_DEFENSE_DOWN_2
	.byte EFFECT_SPEED_DOWN_2
	.byte EFFECT_SPECIAL_ATTACK_DOWN_2
	.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
	.byte EFFECT_ACCURACY_DOWN_2
	.byte EFFECT_EVASION_DOWN_2
	.byte EFFECT_POISON
	.byte EFFECT_PARALYZE
	.byte EFFECT_PAIN_SPLIT
	.byte EFFECT_CONVERSION_2
	.byte EFFECT_LOCK_ON
	.byte EFFECT_SPITE
	.byte EFFECT_PERISH_SONG
	.byte EFFECT_SWAGGER
	.byte EFFECT_FURY_CUTTER
	.byte EFFECT_ATTRACT
	.byte EFFECT_SAFEGUARD
	.byte EFFECT_PSYCH_UP
	.byte EFFECT_MIRROR_COAT
	.byte EFFECT_WILL_O_WISP
	.byte EFFECT_TICKLE
	.byte EFFECT_COSMIC_POWER
	.byte EFFECT_BULK_UP
	.byte EFFECT_CALM_MIND
	.byte EFFECT_DRAGON_DANCE
	.byte -1

AI_Unknown::
	if_not_effect EFFECT_SUNNY_DAY, AI_Unknown_End
	if_equal 0, AI_Unknown_End
	is_first_turn_for AI_USER
	if_equal 0, AI_Unknown_End
	score +5

AI_Unknown_End::
	end

AI_Roaming::
	if_status2 AI_USER, STATUS2_WRAPPED, AI_Roaming_End
	if_status2 AI_USER, STATUS2_ESCAPE_PREVENTION, AI_Roaming_End
	get_ability AI_TARGET
	if_equal ABILITY_SHADOW_TAG, AI_Roaming_End
	get_ability AI_USER
	if_equal ABILITY_LEVITATE, AI_Roaming_Flee
	get_ability AI_TARGET
	if_equal ABILITY_ARENA_TRAP, AI_Roaming_End

AI_Roaming_Flee::
	flee

AI_Roaming_End::
	end

AI_Safari::
	if_random_safari_flee AI_Safari_Flee
	watch

AI_Safari_Flee::
	flee

@ From Hoenns Poochyena fight (Zigzagoon in Emerald)
AI_FirstBattle::
	if_hp_equal AI_TARGET, 20, AI_FirstBattle_Flee
	if_hp_less_than AI_TARGET, 20, AI_FirstBattle_Flee
	end

AI_FirstBattle_Flee::
	flee

AI_Ret::
	end
